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DDAL-EB-20 OLD SCORES 1

Credits
Designer: Will Doyle

Campaign Story and Development: Will Doyle

Editing: Ashley Michaela “Navigator” Lawson

Art Direction and Layout: Stacey Allan


Artists: Olivier Bernard, Sidharth Chaturvedi, Chippy, Olga Drebas,
Ilse Gort, Lee Moyer, Wayne Reynolds,
Julian Kok Joon Wen
Cover Illustrators: Vance Kelly, William O’ Connor (inset illustration)
Cartography: Will Doyle, Dyson Logos
All art provided by Wizards of the Coast and used with permission

D&D Adventurers League Guildmaster: Chris Lindsay


D&D Adventurers League Wizards Team: Adam Lee, Ari Levitch,
Chris Lindsay, Mike Mearls
D&D Adventurers League Eberron Administrators: Will Doyle,
Amy Lynn Dzura, Shawn Merwin

When dark lanterns flicker in the light of the silver torch,


the King in Green rides north on a bolt of steel. Two nations
prepare for war, as all eyes turn to Sky Blue.
—Prophecy from the Oracle of War

Welcome
Welcome to the Oracle of War campaign, presented by the
Adventurers League! You can play this adventure as part of
your own Eberron: Rising from the Last War campaign, or as
part of the Oracle of War organized play campaign. While
LEE MOYER

this campaign runs under the umbrella of the Adventurers


League, it utilizes different rules. You can familiarize yourself
with these unique campaign rules by checking out the Oracle
of War Player’s Guide and Oracle of War DM’s Guide, found in
the D&D Adventurers League Players Pack.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork con-
tained herein is prohibited without the express written permission of Wizards of the Coast.

©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
his adventure is designed for three to seven Secrets of the Oracle of War
17th- through 20th-level characters and is Over the course of the campaign, the characters have
optimized for five characters with an average learned that the Oracle of War draws power from the
party level (APL) of 20. Characters outside this LAMANNIAN TRIUNE, a trio of genies imprisoned inside
level range can’t participate in this adventure. it. In recent adventures, these genies manifested outside
This adventure occurs in Salvation, a rough-and-tumble their prison, offering aid to the adventurers in their quests.
scavenger outpost on the border of the Mournland. This is During DDAL-EBEP-04 The Last War, they even sent the
the conclusion of a series of four adventures, the Flames adventurers back in time to steal an ARCANE CODEX
of War storyline, and the final part of the Oracle of War that can finally destroy their prison.
Eberron campaign for the D&D Adventurers League. In this final adventure, the genies reveal they
were trapped inside the Oracle of War by SULRING
The Chamber MRORANON, secret chair of the AURUM power group,
The final arc of the Oracle of War campaign introduces who kidnapped their offspring and used it as surety to
players to the Chamber: this cabal of dragons has monitored keep them imprisoned. If the genies are ever to be free of
Khorvaire for thousands of years, treating humanoids as him, they must recover their kidnapped child!
pawns in an ancient game. The Chamber dragons exploit
illusion magic and humanoid agents to infiltrate the power The Draconic Prophecy
structures of the Five Nations, reporting back to their masters Shortly after its discovery in the Mournland, the Oracle
in Argonnessen with any information they gather on the
of War revealed a new verse from the DRACONIC
Draconic Prophecy. Above all, they’re charged with stopping
any creature that seeks to use the Prophecy for its own ends. PROPHECY. The adventurers passed this verse on to
In Flames of War, the Chamber take action to seize the Oracle the sphinx Flamewind, an expert on the Prophecy, who
of War and destroy anyone who’s witnessed its predictions. interpreted it as a warning: King Boranel’s brother—the
The Chamber dragons are powerful and intelligent, yet “KING IN GREEN”—would ride north on a “bolt of steel,”
they’re loosely organized and prone to the same weaknesses and a great fate would rest on the shoulders of “SKY
as other mortals: greed, pride, and envy. In DDAL-EB-17 The BLUE.” Convinced that Sky Blue was a young gutter thief
Final Tribute, the ancient dragon Vyndescille sought to profit of the same name, Flamewind encouraged the group to
from his position in New Cyre by extorting Prince Oargev. In locate her and secure her role in the Draconic Prophecy.
DDAL-EB-18 Scales of War, the gold dragon Goryphael seeks In the event, Flamewind was wrong: when the King’s
to impress her draconic masters by stealing the Oracle of War
brother took the lightning rail north, Swords of Liberty
before they arrive. The campaign concludes with the arrival of
Graelcaliban, the “King in Green,” who leads a flight of dragons rebels tried to assassinate him using arcane explosives
from Argonnessen to seize the Oracle of War. Remember disguised in pots of paint labeled “Sky Blue.” The
that dragons in Eberron aren’t bound by the alignments prophecy seemingly came true, but not in the manner
attributed to the colors of their scales—good red dragons are Flamewind expected: her thief had no role in the destiny of
as common as evil gold dragons. In general, they tend toward the world. For an immortal, failure was a difficult concept
neutrality. When roleplaying the Chamber, remember that its to accept. Convinced the Oracle of War had more to reveal
members care little for the impact their actions have on lesser on the matter, Flamewind kidnapped Sky and used her as
beings. The sanctity of the Draconic Prophecy—and of their leverage to force the group into handing over the device—a
own needs—takes precedence in all matters. mistake that likely cost her life.
Now, at the end of the campaign, the adventurers
discover the Oracle’s prophecy has yet to come true. The
Background King in Green is a dragon of THE CHAMBER, sworn
The adventurers have defeated the Lord of Blades and to claim the Oracle of War, currently flying north from
liberated the creation forge used to craft his warforged Argonnessen with a flight of dragons. The destiny of the
army. After marching home alongside the allied armies of Five Nations hangs in the balance, and the fate of Eberron
the Five Nations, they return to Salvation as champions. finally rests on the shoulders of the orphan thief Sky Blue .
This final adventure draws together legacy events . . with a little help from her friends!
from across the campaign, as foes old and new converge
on Salvation with their own nefarious goals in mind. Overview
As events play out, the following campaign storylines The adventure’s story is spread over five parts and takes
are resolved. approximately 4 to 8 hours to play:

DDAL-EB-20 OLD SCORES 3


Part 1: Home (30+ mins). The adventurers return Battlefield Medic (DDAL-EB-13 Stonefire). Characters
to Salvation, where a grand celebration welcomes who tended to Flamekeep’s wounded receive a blessing
the victorious troops back from the war. During the during part 2.
festivities, the Oracle of War reveals the cruel truth Cannith Scion (DDAL-EB-19 Back to the Mud).
behind its construction. Characters who rescued Demery d’Cannith from the
Part 2: Legacy of War (30+ mins). As powerful forces Lord of Blades can enter the lightning rail in disguise
converge on Salvation, the adventurers settle old scores during part 3.
picked up during the campaign. Crystal Skull (DDAL-EB-05 A Century of Ashes and
Part 3: Collateral Damage (90+ mins). The adventurers DDAL-EB-11 My Undying Heart). Characters who
launch a daring mission to raid the royal lightning know about Irullan Karnach’s interest in the Crystal
rail and free the Lamannian Triune’s offspring from Skull can bring her dreams to fruition in part 2.
Sulring Mroranon. Death Is a Door (DDAL-EBEP Epics). These characters
Part 4: Dragonfall (60+ mins). The adventurers return to died and were mysteriously brought back to life by the
Salvation to confront the dragons of Argonnessen and Chamber. In part 4, they learn why the dragons invested
bring an end to the Oracle of War’s story. so much in them.
Part 5: Epilogue (30+ mins). The players discuss what Deathly Redemption (DDAL-EBEP-04 The Last
happens to their characters after the campaign concludes. War). Characters who found a way to reunite Irullan
Karnach with her sister can do so in part 2, earning
Adventure Hooks them a reward.
In the Oracle of War campaign, the characters are Draconic Leverage (DDAL-EP-18 Scales of War).
scavengers working for salvage crews. Players should Characters who captured the gold dragon Goryphael can
invent their own reasons for undertaking such dangerous use her as leverage when negotiating with the dragons
work: dedication to a just cause, serving a specific patron, in part 4.
spying for an organization, pure profit, etc. First Prophecy (DDAL-EBEP-04 The Last War). The
Players with access to the D&D Adventurers League prophecy delivered by the Oracle of War on the Day
Oracle of War Player’s Guide can use the backgrounds of Mourning hints at events that occur on the train
and patrons listed there. Many serve as adventure hooks during part 3.
for this and later adventures in the campaign. At the start Green in Tooth and Claw (DDAL-EB-17 The Final
of play, ask your players if their characters have utilized Tribute). If Vyndescille escaped the adventurers, he
any of these backgrounds or patrons, and tie them into the returns in part 2 to seek vengeance.
adventure, if possible. Harbingers (DDAL-EBEP-04 The Last War). Characters
Old Scores makes special use of the following who aided Cyran champion Cicero ir’Magrize on the
backgrounds: battlefield can recognize him on the train in part 3.
Heroic Victory (DDAL-EB-18 Scales of War). If the
• Entrepreneur alliance won a heroic victory in the Battle of Broken
These characters can easily gain entry to the lightning rail Tower, the adventurers receive military honors in part 5.
train in part 3. Jara Rescued (DDAL-EB-19 Back to the Mud). If Jara
Blue was rescued from Argonth, he’s reunited with his
• Resistance Leader
daughter in part 2.
These characters have little difficulty identifying the Madness Unleashed (DDAL-EB-16 The Dragon Below).
Swords of Liberty operatives in part 2. Characters who freed Valaara the Crawling Queen reap
• Ear of Thrane the consequences of that decision in part 5.
Promise of the Oracle (DDAL-EB-19 Back to the Mud).
Characters with this background are given magic to Any character who swore to aid the Oracle is given a
aid them in capturing the Swords of Liberty operatives sacrificial option in part 4.
in part 2. Regicide (DDAL-EBEP-02 Rolling Thunder). If King
Boranel’s brother was assassinated, the lightning rail
Continuing the Story has additional defenses in part 3.
If the characters played through DDAL-EB-19 Back to Supporting Leerut (DDAL00-13 Cold Spell in the
the Mud, this adventure picks up after that adventure Frostfell). Characters who aided goliath warrior Leerut
ends. The adventurers have joined the allied armies on of Clan Axyaz can gain her aid in part 2.
their march back through the Mournland and enjoyed the Swords of Liberty (DDAL-EBEP-02 Rolling Thunder).
benefit of a long rest. If the characters identified the saboteurs aboard the
• Before the adventure begins, give the players Handout Excelsior, they recognize the rebels in part 2.
1: Flames of War. This handout summarizes the Traitor Sphinx (DDAL-EB-13 Stonefire). If Flamewind
objectives of the Flames of War storyline and recaps the betrayed the group and escaped, she arrives to deliver a
events of the Oracle of War campaign. dire warning in part 2.
Trust No One (DDAL-EB-13 Stonefire). Characters who
Legacy Events helped Lukas Varko escape Flamekeep identify him as
Before beginning play, ask the players to check their an undercover agent in part 2.
Adventure Records for any legacy events that affect this World of Hope (DDAL-EB-19 Back to the Mud). If Aaren
adventure. Old Scores incorporates the following legacy d’Cannith survived, he offers any warforged in the group
events from previous adventures in the Oracle of War series: a glorious opportunity to retire in part 5.

4 DDAL-EB-20 OLD SCORES


Trade DM Advice
If you’re running in a timed environment, keep an eye on
During this adventure, players can visit Salvation to buy
the clock. Tier 4 characters have a wide range of powers
anything from the Adventuring Gear, Armor, Equipment
and abilities: our intent is to provide you with useful tools
Packs, Tools, or Weapons tables in chapter 5 of the Player’s
you can use, not to restrict you. If your players exploit
Handbook. Items can also be sold for half their listed
powers not covered by text, it’s down to you to adapt
value, although players can gain no more than 20 gp per
events to your own story. At this level, the characters are
adventure in sales.
incredibly powerful heroes, and they’ve earned the right to
blast through some of the challenges before them. We feel
Hero Points it more important for players to feel epic throughout, rather
In the Oracle of War campaign, adventurers are a cut above than be challenged at every step!
the rest. To reflect this, at the start of the adventure, each
player gains 1 hero point. Players can earn additional hero Timeboxing the Adventure
points by completing story goals. The DM may not award Due to the culmination of so many legacy events, the
hero points except as specifically directed in the adventure. duration of part 2 can vary wildly, especially if optional
At the end of the adventure, the players lose any hero points combats occur (for example, characters with the Green in
they’ve accrued. Tooth and Claw legacy event may find themselves facing
off against an ancient green dragon!). For home games,
take time to assess the group’s legacy events before play
Hero Points
and timebox accordingly. For store and convention games,
A player can spend a hero point whenever they make an
you may need to forgo some of these encounters or resolve
attack roll, an ability check, or a saving throw. The player can
spend the hero point after the roll is made, but before they
them narratively, so the players can focus on the key
know whether it’s successful or not. Spending the hero point events of the finale in part 3 and 4.
allows the player to roll a d6 and add it to the d20, possibly
turning a failure into a success. A player can spend only 1
hero point per roll. In addition, whenever a character fails a
death saving throw, the player can spend 1 hero point to turn
the failure into a success.
CHIPPY

DDAL-EB-20 OLD SCORES 5


Estimated Duration: 30+ minutes
The armies’ forward scouts have brought word of your
The adventurers return to Salvation, where a grand
victories to the outpost, and the gathered crowds are bigger
celebration welcomes the victorious troops back from the
than you ever expected. As you march into Salvation, a
war. During the festivities, the Oracle of War reveals the
cruel truth behind its construction. group of entertainers use stick puppets to reenact your
battle against the warforged colossus Karrnslayer.
Leaving the Mournland
After their triumph over the Lord of Blades in The entertainers give the adventurers their puppet replicas
DDAL-EB-19 Back to the Mud, the adventurers join the as keepsakes and each character gains 1 hero point.
armies on their long march back to Salvation.
Characters who earned the World of Hope Entering the Outpost
legacy event in DDAL-EB-19 Back to the Mud Give the players Handout 2: Map of Salvation and
must bid farewell to Aaren d’Cannith before Handout 3: The Korranberg Chronicle.
returning home. He remains at the Lifespark • The returning armies camp just north of the outpost. If
Foundry to supervise its repair. He returns in the alliance liberated Argonth from the Lord of Blades
part 5 to offer the warforged a chance at a new life. in DDAL-EB-19 Back to the Mud, the floating fortress
positions itself at the heart of the military camp. All
Return to Salvation soldiers are invited to join a grand celebration tonight at
When the players are ready to begin, read the following the Salvage Market.
boxed text aloud: • The broadsheet reveals that King Boranel is traveling to
Salvation to welcome the troops. It also mentions that
the elves of Aerenal have dispatched an ambassador to
Midday heat ripples through Salvation. The outpost has cool rising tensions between Khorvaire and Aerenal.
been done up for a celebration, or at least, done up as best
The adventurers may be weary after their long trek home,
as salvage folk can manage. Alchemic string lights hang so encourage them to secure accommodation before
between buildings and faded Five Nations pennants flutter joining the festivities: perhaps an inn like the Salvation
from rooftops. Hotel, or their own airship or salvage base if they have one.
The population has swelled with strangers come to They may also have NPCs with them (see “Companions
of War,” below). Once they’ve found a safe place to rest,
welcome the armies back from war: journalists from the big
proceed to “Secrets of the Oracle,” below.
cities, mercenaries looking for new employers, and crafters
hoping to make a quick crown selling commemorative busts Companions of War
and tankards. As the first column of soldiers emerges from The adventurers may not be returning to Salvation alone:
the Gray, cheers rise from the outpost and folk spill out into Characters who earned the Cannith Scion
the streets to welcome them home. legacy event in DDAL-EB-19 Back to the Mud
have escorted Demery d’Cannith safely back to
Salvation and can claim a reward!
Ask each player to describe their character’s triumphant
return to the outpost. When they’re done, grant each player Treasure. Arriving in Salvation, Demery locates a
inspiration. House Sivis agent and magically contacts his superiors in
Characters who earned the Heroic Victory House Cannith. As a reward for rescuing Demery, House
legacy event in DDAL-EB-18 Scales of War Cannith offers the group deeds to a small property of
find the crowds are very large. Read the their choice in Sharn, Fairhaven, or Korth (sale value 500
following aloud: gp per character in the group). Demery’s superiors also
inform him that King Boranel is traveling to Salvation via
lightning rail with an entourage of high-ranking heirs from
the dragonmarked houses. Eager to meet his superiors
as soon as possible, Demery takes the next lightning rail
train to Starilaskur, hoping to board the king’s train before

6 DDAL-EB-20 OLD SCORES


its arrival in Salvation. He promises to aid the adventurers a fraternity of rich power brokers. Moreover, he was
if they need him in future. chair of their secret Shadow Cabinet. He wasn’t hired
to construct the device (as he’d told them): he was the
Characters who earned the Draconic
mastermind behind the Oracle of War project.
Leverage legacy event in DDAL-EB-18 Scales
• The Oracle wasn’t made to end war: quite the opposite,
of War have brought the dragon Goryphael
Sulring hoped to reap enormous profits by loaning its
back from the war in chains.
services to the highest bidders, letting them win battles,
but taking care never to let them win the war.
The soldiers take Goryphael to the army camp and lash
• The artifact draws power from the genies Sulring
her to a column of rock (or the Argonth if it’s present).
imprisoned inside it, which are held in place by a matrix
The generals inform the adventurers that King Boranel
of Khyber dragonshards. Sulring forced them inside
is traveling to Salvation via lightning rail and is keen to
the Oracle of War by kidnapping their child Edon, who
question his treacherous royal mage.
he held in captivity in the Aurum’s enclave in the Mror
If the green dragon Vyndescille escaped the adventurers in
Holds. If the genies ever escaped their prison, Sulring
DDAL-EB-17 The Final Tribute, he mounts a rescue attempt
promised to slay Edon.
before the king arrives (see “Vyndescille’s Revenge,” in part
2). Goryphael’s fate is otherwise resolved in part 4. That’s how things were, until the Day of Mourning. On that
fateful day, everything changed:
Characters who earned the Jara Rescued
legacy event in DDAL-EB-19 Back to the Mud • Shortly after the Oracle of War’s creation, a clandestine
have Jara Blue with them. operation was launched to field-test it on the battlefields
of Cyre. On the Day of Mourning, it was deployed outside
the city of Kalazart.
Jara is eager to be reunited with his daughter. You can
• The magic of the cataclysm twisted the Oracle’s power,
jump ahead to “Meeting Sky Blue” now (see part 2), or rule
tapping it into the Draconic Prophecy to reveal unheard
that Sky is out of town running an errand and won’t be
verses. Blind to the approaching doom (and worried
home until tomorrow (allowing you to run “Secrets of the
about being silenced due to the Third Protocol), the
Oracle” first).
Oracle’s test team hid the malfunctioning device in
Secrets of the Oracle a safe house under the Fireweave Bazaar, where it
remained until it was found by the adventurers.
When the characters arrive at a safe, secure place to rest, • The genies are no experts on the Draconic Prophecy,
the genies trapped inside the Oracle of War reveal them- but found they could force the device to reveal unheard
selves once again. Read the following boxed text aloud: verses, at the cost of vast amounts of their power. Trapped
inside their prison, they listened in on the adventurers’
The Oracle of War trembles as multicolored gases vent from many journeys: unable to speak or intervene, except to
force a prophecy whenever it seemed fateful to do so.
its holes. Then, with a sound like sighing, the top of the
• When the Order of the Emerald Claw damaged the
device miraculously cranks open, releasing an eerie blue Gatekeeper Seal under Metrol, the resulting wave of
light. Three ghostly figures rise from within, their upper magical energy damaged the dragonshards imprisoning
bodies solid, their lower bodies trailing into mist. the genies inside the Oracle of War. When the group
The Lamannian Triune: a beautiful, blue-skinned woman brought the Oracle closer to the broken seal, the matrix
was permanently ruptured, and the Lamannian Triune
with watery hair, a statuesque, red-skinned man with
found they were able to manifest outside the device for
blazing coals for eyes, and a sylphlike, gray-skinned figure short periods of time.
surrounded by swirling gases. • Sulring knew this might happen—he even warned the
“It’s time for you to learn the truth of our imprisonment,” adventurers about it. It’s logical to assume he knows
they say as one. the genies are free. With the adventurers bound up
in the Prophecy, he’s been cautiously biding his time,
pretending to be their ally. Perhaps he’s eager to see
what their future holds before playing his hand?
History of the Oracle
The Triune reveal the following facts about their past.
Characters who played DDAL-EBEP-04 The Last War may Self-Destruct Sequence
know some, but not all, of this information: If the characters played DDAL-EBEP-04 The Last War, they
recovered a top secret self-destruct sequence from the
• The genies are the Lamannian Triune, a trio of immortal Oracle’s arcane codex. Activating this sequence requires
lovers. Long ago, in a feat unheard of among genies, they expert understanding of the artifact’s inner workings—
brought their magic together to sire an offspring, Edon, something only Sulring Mroranon and the genies possess—
who they raised in the verdant forests of Lamannia. and would destroy the genies if they’re still inside. If the
• As the adventurers know, the Oracle of War was designed adventurers ask them about it, the genies say they’ll only
by Sulring Mroranon, legendary dwarf artificer. The teach them the operation when the time is right.
Oracle’s creation was a closely guarded secret, known
only to an elite group of dragonmarked heirs.
• When the adventurers rescued Sulring from the
Mournland, he concealed his membership in the Aurum:

DDAL-EB-20 OLD SCORES 7


The Proposition Triune, the genies swirl back inside the Oracle of War,
The Lamannian Triune want to recover their child and issuing a warning as they retreat: “No good shall come to
escape their prison forever, but they need the adventurers’ those who imprison the innocent!” The players can skip
help to do so. Read the following boxed text aloud: part 3 if they wish, proceeding straight to part 4 at the end
of part 2.

The blue-skinned genie holds out her hand and water An Approaching Storm
cascades from her palm. In the falling droplets, a ghostly Ever since the adventurers claimed the box of Nolzur’s
image appears: the dwarf Sulring Mroranon, his clockwork marvelous pigments in DDAL-EB-18 Scales of War, they’ve
woodpecker Yoffle perched on his shoulder, staring out the witnessed a dragon symbol slowly passing across the map
window of a sumptuously decorated lightning rail carriage. carved in its lid, heading from Argonnessen to Khorvaire.
The symbol is homing in on their position, specifically,
An ornate iron flask rests on his lap.
on the Oracle of War. Judging by its speed of travel, the
“Our captor approaches,” she whispers. “And he brings adventurers have roughly three days before it arrives. If
our child with him . . .” they spoke to Goryphael about the symbol, she told them it
was the King in Green coming to claim the Oracle of War
and take it back to Argonnessen for study.
Any character who makes a successful DC 15 Intelligence Before continuing, ask the players what, if anything,
(History) check recognizes the lightning train as the they plan to do about the approaching threat. Plot an
Excellence—sister to the Excelsior—a luxury model ambush? Seek out a remote location to meet the threat
manufactured by House Orien for the exclusive use of King alone? Warn dragonmarked houses or world leaders? Use
Boranel. Characters who rode on the Excelsior during DDAL- magic to divine more information? The outcome of this
EBEP-02 Rolling Thunder gain advantage on this check. discussion forms the foundations of part 4, so it’s best to
The genies explain that Edon is trapped inside the get a handle on it early. Characters who decide to take the
stoppered iron flask Sulring Mroranon is carrying. Through information to a dragonborn house or world leader may
the train’s window, the adventurers recognize the towers find the people they need to speak with are already headed
of Wroat gleaming in the morning sunlight: the Excellence to Salvation aboard the Excellence!
is just under two days’ travel from Salvation, heading east
toward the outpost. Knowledge about the King in Green
The genies ask the adventurers to intercept the train The following information is true but won’t be known
and steal the iron flask from Sulring Mroranon. When to the adventurers unless they exploit divination magic.
Edon is safely back in their care, the genies can escape the Goryphael knows this information, but won’t reveal it
Oracle of War and plane shift to Lamannia (rendering the unless magic is used to pry it out of her:
artifact useless). They offer no reward for now: their request
is an appeal to the adventurers’ sense of honor and justice. • The ancient green dragon Graelcaliban, founder of the
If the characters accept the mission, part 3 details the Chamber—the King in Green—is flying north with a
lightning rail train and the guards aboard it. While the train flight of dragons belonging to the Eyes of Chronepsis,
is well guarded, the genies are keen for the adventurers to the ruthless enforcers of dragon society.
make their play before Sulring arrives in Salvation, as he’s • The Eyes of Chronepsis blame the Chamber for failing
unlikely to anticipate such a bold move. The adventurers to secure the Oracle of War. They fear the artifact’s
have the remainder of the day to rest and prepare for the power to read unheard verses from the Draconic
mission—or even enjoy the festivities—before heading out Prophecy threatens Argonnessen if left in the hands of
to intercept the train first thing in the morning. lesser races.
• The Eyes of Chronepsis have threatened to shut down
Characters who acquired the First Prophecy the Chamber unless the Oracle of War is secured.
legacy event in DDAL-EBEP-04 The Last War
can question the genies about the verse they
heard on the battlefield. The genies know little
about the Prophecy but speculate that the line
“A thief leaves their prize in a high tower” could refer to
Sulring Mroranon and the iron flask. If so, the line “When
rebel blades strike against a king” implies that King
Boranel is in danger.

When rebel blades strike against a king,


A thief leaves their prize in a high tower,
And dragons burn by night.
Refusal of the Call
The players may be hesitant to help the genies escape the
Oracle of War, especially if they know powerful forces
are inbound on its location (see “An Approaching Storm,”
below). If the adventurers refuse to help the Lamannian

8 DDAL-EB-20 OLD SCORES


Estimated Duration: 30+ minutes remember the aid the characters gave to Flamekeep’s
injured; and as a token of gratitude, they give each
As powerful forces converge on Salvation, the adventurers character a potion of speed from the chapel’s stores.
settle old scores picked up during the campaign.
A Fellow Spy
Any character with the ear of Thrane background is
Behind the Curtain
discreetly taken aside by an onlooker, who identifies
The following encounters are playable in practically any order.
In a convention setting, you can omit this part to speed
herself as Shaynor Selk, a fellow government spy. Shaynor
up play. If time isn’t an issue, use this part to resolve any recognizes the character from intelligence training and
personal stories that have come up during the campaign: asks for their help with her current mission: tailing a cell
reintroducing old flames, rivals, or allies as befits your story. belonging to the Swords of Liberty, a group of Brelish
“Dark Lanterns Flicker” is nonessential, but highly advised freedom fighters sworn to overthrow the monarchy. This
to include, even if the players don’t have the legacy events cell has been stoking dissent between Breland and Thrane,
connected to it. to undermine King Boranel’s authority.
Shaynor slips a rope of entanglement into the character’s
hand and whispers the command word to them, then
Dark Lanterns Flicker furtively nods toward a group of five hooded figures entering
The following encounter occurs as night falls over a dark alley opposite the chapel. She asks the character to
Salvation. Read the following boxed text aloud: help her tail these Sword of Liberty rebels and capture one
for questioning. If the character succeeds in this task, they
earn 1 hero point—although they’ll soon find they aren’t
Salvation sparkles like a constellation, mirroring the starlit the only agents tailing them (see “The Light of the Silver
sky above. Passing through crowded streets, you notice Torch,” below).
the Chapel of the Silver Flame is being reconstructed into
The Light of the Silver Torch
a much larger temple. Workers clamber over the scaffolds, The following event occurs when the characters start
hoisting a large silver torch to the top of the church spire. A to move away from the chapel (regardless of whether
gathering of Thranish priests watches from below, chanting they met Shaynor Selk or not). Read the following boxed
somber litanies. Mother Jahanah gazes as the torch is text aloud:
hoisted aloft, her eyes moist with tears.
The silver torch flares briefly as it’s placed on the spire, and

Salvation’s valiant defense against the Lord of Blades your eyes are drawn to a commotion in the alley opposite: a
in DDAL-EB-09 Lord Bucket drew the attention of the group of figures headed down the alley have been jumped
Church of the Silver Flame, who absolved Mother Jahanah by another group, and a violent street fight has broken
of her previous transgressions and assigned funding for out. The combatants are all hooded, making it difficult to
the development of her mission. identify who’s who! Caught in the fading light of the silver
Speaking to the Priests torch, their shadows flicker wildly over the alley walls.
Anyone who speaks to Mother Jahanah or the gathered
priests can learn the chapel is being rebuilt in recognition
Four spies and an assassin (Undul Variance) belonging to
of Salvation’s role as a bulwark against the evils of the
the Swords of Liberty have been ambushed by five spies
Mournland. From here, salvagers can acquire blessings,
from the King’s Dark Lanterns. With a successful DC 12
potions, and holy water before venturing into the Gray. In
Intelligence (Investigation) check, a character discerns
recognition of the power of the Silver Flame, the torch at
that everyone in the defending group wears an item of blue
the top of the chapel’s spire shall never be extinguished.
clothing: either a hood, a glove, or a cummerbund belt.
Characters who earned the Battlefield Without this knowledge, it’s difficult to determine which
Medic legacy event in DDAL-EB-13 Stonefire side anyone’s on.
recognize some of the priests from their visit Any character with the resistance leader background
to Flamekeep. The priests were sent here to recognizes one of the blue-hooded fighters as Undul
aid with the chapel’s reconstruction. They Variance, a ruthless and untrustworthy rebel who left the

DDAL-EB-20 OLD SCORES 9


resistance after the Last War to join up with the Swords speed to 60 feet. Undul takes a dynamic path—leaping
of Liberty. If Undul recognizes the character, he calls for through windows, sliding down drainpipes, and darting
their help! behind billboards—making him difficult to chase even for
flying characters.
Characters who earned the Swords of Liberty
Beginning the Chase. If Undul gets a chance to move,
legacy event in DDAL-EBEP-02 Rolling
he spends his first turn clambering onto the rooftops (15
Thunder identify the Swords of Liberty rebels
feet high) and then dashes 30 away. Track the distance
from their blue garb: the attackers on the
between Undul and each chasing character.
Excelsior wore the same clothes!
Dashing. On each chasing character’s turn, they can use
Characters who earned the Trust No One their action to attempt to Dash. This requires a successful
legacy event in DDAL-EB-13 Stonefire DC 12 Dexterity (Acrobatics) check, made with advantage
recognize one of the hooded attackers as if the character is flying. If they fail their check or take
Lukas Varko, the priest they rescued from another action instead, they can’t Dash that turn.
Flamekeep. Lukas secretly belongs to the Complications. At the end of each chasing character’s
King’s Dark Lanterns. If the characters make themselves turn, they must roll on the Rooftop Chase Complications
known to him, he looks shocked but shouts for their help to table. Any complication rolled affects the next chasing
“apprehend these criminals.” If Lukas survives the battle, character in the initiative order.
he begrudgingly reveals that he belongs to the King’s Dark Ending the Chase. The chase ends if Undul starts his
Lanterns and was working undercover for the Brelish turn more than 100 feet away from the nearest chasing
government when they met in Flamekeep. He thanks character, or if 5 rounds pass. After 5 rounds, Undul drops
the group for their help in capturing “a clear and present into the backyard of the Salvation Hotel and spins to face
danger to king and crown.” his pursuers. The characters must now fight him.
Getting Involved If the characters earned the Supporting
At this level, adventurers who intervene should have no Leerut legacy event in DDAL00-13 Cold
trouble defeating the spies, so long as they know which side Spell in the Frostfell, the chase ends at an
to attack! To speed up NPC combat, any spy that attacks opportune moment of your choosing. Undul
SIDHARTH CHATURVEDI

another spy defeats its opponent automatically on a hit. dashes through the kitchen where Leerut
Undul Variance should always make a break to escape now works and runs straight into her frying pan. “You
in the first round: leaping up the alley walls and dashing helped me get here,” she grunts at the adventurers. “Now I
across the rooftops. He wears boots of speed, which he help you.”
activates as he makes his escape to double his walking

10 DDAL-EB-20 OLD SCORES


Rooftop Chase Complications have recruited the Disruptors, an elite clan of harpy
sorcerers, to assist in the train strike, and they have a
d20 Complication
“man on the inside.” All agents involved in the operation
1 A firework from the celebrations explodes nearby. You have a pass phrase used to identify themselves: “Good
must succeed on a DC 14 Constitution saving throw night for a party,” to which the correct response is
or take 9 (2d8) fire damage and fall to the alley 20 feet “Depends who ends up on the floor.”
below. If you fall, you take 7 (2d6) bludgeoning damage
If Shaynor Selk and Lukas Varko are both present, they
and are stunned for 1 round. argue over who has the right to interrogate the rebels. As
2 You run into crisscrossing clotheslines. You must they share a common enemy, the adventurers shouldn’t
succeed on a DC 14 Dexterity saving throw or take 5 have trouble forging a temporary alliance between the
(1d10) slashing damage and fall prone. two agents.
Warning the King. Warning King Boranel about
3 Nesting crows take to the air ahead. You must succeed
the impending attack is tricky, as the royal carriage is
on a DC 15 Dexterity saving throw or one of the crows
enchanted with a permanent nondetection spell and
flaps wildly in your face: you are blinded and have defenses against magical forms of contact. The other
disadvantage on ability checks until the end of your carriages on the train aren’t so well protected, so the
next turn. adventurers could use magic to contact another passenger,
4 Nesting crows take to the air ahead. You must succeed if they know who to look for (perhaps even Sulring
on a DC 15 Dexterity saving throw or one of the crows Mroranon!). The crystal ball of telepathy acquired in
flaps wildly in your face: you are blinded and have DDAL-EB-17 The Final Tribute can be used to great effect
disadvantage on ability checks until the end of your here. Any surviving intelligence agents are wary about
alerting the assassins, as they’d prefer to capture them
next turn.
alive. They urge the adventurers to intercept the train and
5 The corrugated roof collapses underfoot, pitching you discreetly warn the king in person. If the adventurers find
into a gloomy storeroom. To climb out quickly, you another way of alerting the king, Boranel leaves the train
must scale 10 feet of wall and succeed on a DC 10 in secret and is replaced with a body double (see part 3).
Strength (Athletics) check. Treasure. Characters who defeat Undul Variance can
6 Diving through a window, you interrupt a tense recover five crossbow bolts from his quiver; each bolt
standoff between rival salvage gangs, who leap for
is swaddled in preservative wraps and coated in purple
worm poison. A creature that takes piercing damage
their weapons. Unless you can defuse the situation
from a bolt coated with this poison must make a DC
immediately, you’re targeted by 2d8 heavy crossbow
19 Constitution saving throw, taking 42 (12d6) poison
attacks. Ranged Weapon Attack: +4 to hit, Hit: 5 (1d10) damage on a failed save, or half as much damage on a
piercing damage. successful one.
7 To continue the chase, you must weave through a mess If a character helped Shaynor Selk apprehend a rebel,
of chimneys, billboards, and water butts. You have she lets them keep her rope of entanglement.
disadvantage on your next Dexterity (Acrobatics) check.
Undul Escapes
8 You strain a muscle in your calf, reducing your walking If Undul Variance escapes, he lays low and makes his
speed by 10 feet until the end of your turn. move when King Boranel arrives in Salvation. It’s up to
9 Seeing you pull off a dashing feat of agility, the crowds you to determine when and how this attack plays out.
below cheer, filling you with pride. You have advantage Undul is prepared to sacrifice his life for the success of
on the next Dexterity (Acrobatics) check you make his mission.
during this chase.
Reuniting Irullan and Naori
10-20 No complication.
Characters who earned the Deathly
Redemption legacy event in DDAL-EBEP-04
Questioning the Survivors The Last War have an opportunity to reunite
If interrogated, any captured spies reveal who they work
Irullan Karrnach with her sister, Naori.
for and their mission objectives:
• The King’s Dark Lanterns have been monitoring Swords This encounter can play out at a time of the players’ choosing.
of Liberty rebels for some time. They tailed this cell to Assuming Irullan is still alive and in the adventurers’ care,
Salvation after receiving intel that they were plotting an they can reunite her with her sister when they return to
attack on the crown. Salvation. If they turned Irullan over to the authorities or left
• The Swords of Liberty cell belongs to a larger conspiracy her with the Twelve, you may want to delay this encounter
plotting to assassinate King Boranel. The attack is until part 5.
due to take place tomorrow night, somewhere east of Characters who helped Naori escape the Mournland on
Starilaskur, while the king travels to Salvation aboard the Day of Mourning find her waiting for them in Salvation
the royal lightning rail train Excellence. The captured when they return from the battle—a few years older, but no
agents don’t know the exact time or method of the less eager to see her beloved sister again. If the characters
attack: their mission is to poison the king if he survives brought Naori’s corpse back from the past, they must find
the attack on the train. They can say that their superiors a way to restore her to life before 30 days pass.

DDAL-EB-20 OLD SCORES 11


Characters who earned the Crystal Skull
legacy event from DDAL-EB-05 A Century Sky gazes up at the Ring of Siberys: a band of glittering light
of Ashes or DDAL-EB-11 My Undying Heart that stretches across the heavens.
know Irullan was searching for the Crystal “Been thinking about Flamewind. She kidnapped me
Skull to resurrect her sister. If they use this ’cause she was so sure she was right: so damn sure that
artifact to bring Naori back, everyone in the group earns prophecy of yours had me at its heart. But she got it all
1 hero point. Adventurers who don’t have the Crystal
wrong. I’m nobody. Guess she couldn’t handle that, being
Skull can visit the newly renovated Chapel of the Silver
Flame, where Mother Jahanah and the visiting priests can immortal an’ all.
perform a ritual form of raise dead for 500 gp. “Thing is, I’m happy being nobody. I reckon if half the
people in this world just accepted what they ain’t got, or
The Reunion what they ain’t are, then we’d all be a whole lot happier.
Read the following boxed text aloud when the two sisters
are reunited: “Me, I just want my dad back. Maybe it’s time to accept
that ain’t happening.”

Irullan stares at her sister, her lip trembling in shock. “How?


Is this a dream?” As they embrace, words tumble out of her. Characters who earned the Jara Rescued
“I turned my studies to finding you. I did . . . terrible things.
legacy event in DDAL-EB-19 Back to the
Mud can now reunite Sky Blue with her long-
They twisted my need to their cause. And yet, after all I did,
lost father!
I failed! You remained lost.”
She gazes over at you, baffled. “And now, my enemy has
brought you back to me. Why?” “That you, Sky? Sure grown some.”
As Jara Blue steps into the light, Sky almost tumbles from
Give the players their moment to speak, and then grant the rooftop. The old soldier winks at Earl. “Kept her safe for
everyone inspiration. Even in the gray world of Eberron, me, old friend.”
the light of forgiveness still shines. Irullan and her sister Earl shrugs his feathery shoulders. “Turns out the girl can
return to Korth, where they pledge to turn their arcane
look after herself.”
powers to the reconstruction of Karrnath.

Irullan Karnach Adventurers who reunite Sky with her father earn 1 hero
Karrnathi former Emerald Claw agent, human point. The pair decide to stay on in Salvation and seek
Irullan Karnach is a plump, rosy-cheeked woman in her early their fortune on the frontier.
forties, who always wears a purple scarf draped over one
shoulder. She was one of Salvation’s most powerful salvage
brokers, but secretly served the Emerald Claw as their spy Sky Blue
in the area. Human thief
Motivation: To survive and advance another step toward Fifteen-year-old Sky is an expert soarsled rider and aerial
resurrecting her sister Naori. acrobat. She wears goggles, and leather armor scuffed at the
Mannerisms: Irullan is calm and soft-spoken, never losing knees and elbows. She and Earl have become inseparable,
her temper even as she signs death warrants. and she loves listening to his war stories about her father.
Quote: “My death gains you nothing.” Motivation: She must find out what happened to her father,
Jara, who went missing during the Last War.
Mannerisms: Sky can’t sit still for more than a few minutes
at a time, becoming anxious in confined spaces with few
Meeting Sky Blue escape routes.
Run this encounter before the players leave Salvation, but Quote: “Catch me if you can!”
only if Sky Blue is still alive. As the festivities play out, the
adventurers spot the young thief sitting on a nearby roof- Earl
top, with her seagull companion Earl perched at her side.
Awakened seagull
Characters who speak to Sky find her in a contemplative Earl is the last surviving member of the 10th Avian
mood. Read the following boxed text aloud: Messengers, and was awarded the Silver Star for bravery,
which he wears with pride. He also carries the same leather
satchel he wore during combat. Sky’s father, Jara, nursed
Earl’s broken wing in the field, which marked the beginning
of their friendship. Jara’s parting request to Earl was to look
after his daughter, Sky.
Motivation: Protect his charge, Sky Blue. Earl takes this role
seriously, often referring to himself as “Uncle Earl.” He’d risk
his own life to keep Sky safe.
Mannerisms: Earl is cocky and slow to trust. He walks with
a limp and paces around in circles when he’s thinking.
Quote: “C’mon, Sky, we gotta fly!”

12 DDAL-EB-20 OLD SCORES


Flamewind’s Return Back from the Dead
Characters who acquired the Traitor Sphinx Even if Flamewind died during DDAL-EB-13 Stonefire, you
legacy event in DDAL-EB-13 Stonefire are in could bring her back to deliver her warning. Sphinxes are
for a surprise as Flamewind returns to deliver mysterious, oracular, and immortal: they potentially have
a dire warning! Read the following boxed many ways of evading death. Perhaps she was raised by one
text aloud before Sky departs (even if the of her allies, or transferred her soul to an item, or maybe
characters didn’t reunite Sky with her father): even traveled here from an earlier timeline. If you think your
players would appreciate the mystery, go ahead and have
her show up!
Something stirs in the shadows. Torchlight gleams in the
creature’s eyes as it slinks into sight: a lion’s body, black
The Draconic Prophecy
with orange-striped fur, with the head of a female elf, her
If Sky learns the Draconic Prophecy isn’t done with her,
face covered in swirling tattoos: the sphinx Flamewind. she looks troubled but offers to help however she can—on
“Be still,” she whispers. “I mean you no harm.” the condition that the adventurers free the genies and
destroy the Oracle of War.
The sphinx is true to her word. She’s here to deliver a
warning to the adventurers, not to stand in their way. “That box has done enough harm. I figure the only time folk
Flamewind reminds them of the first verse they learned in need to know about their future is when it comes to them.”
the Mournland:

When dark lanterns flicker in the light of the silver torch, Part 4 describes how Sky Blue can help the adventurers
resolve the story.
the King in Green rides north on a bolt of steel. Two nations
prepare for war, as all eyes turn to Sky Blue. Vyndescille’s Revenge
This scene only plays out if characters
She then explains the following:
have the Green in Tooth and Claw legacy
• Flamewind kidnapped Sky because she wanted to event from DDAL-EB-17 The Final Tribute.
control the Oracle of War and guide the nations of the While festivities rage through the streets
world via the Draconic Prophecy. She refused to believe of Salvation, the green dragon Vyndescille
she’d misinterpreted Sky Blue’s role in the Prophecy; returns to seek vengeance on the adventurers!
Flamewind was confident the verse referred to her, but it
If the players also have the Draconic Leverage
seemed she was wrong.
legacy event from DDAL-EB-18 Scales of War,
• When the adventurers refused to hand over the Oracle,
the gold dragon Goryphael—who masqueraded
Flamewind learned the hard way it wasn’t her destiny to
as the archmage Narcy of Xandrar—is being
control it.
held prisoner in the military camp. Vyndescille
• Now, she knows: she’d misinterpreted the verse! The
attempts to free her before making his attack.
King in Green wasn’t King Boranel’s brother: it’s a
dragon of the Chamber, come to recover the Oracle of Freeing Goryphael
War with a flight of dragons! The nations turning to Before entering the military camp, Vyndescille uses
war weren’t Breland and Thrane: they were Khorvaire Change Shape to transform into one of the generals—
and Aerenal! ideally, the Brelish general Cord Kolligan if he’s still alive
• Flamewind says her role in the Draconic Prophecy (a Large warlord). Vyndescille knows Cord and can easily
is over, but she warns the adventurers to be ready for mimic his mannerisms (see Cord’s sidebar below).
what’s coming. The fate of the world is at stake! Goryphael is held in dragon form near the middle of the
With that, the sphinx takes to the air and flies away camp. The thick chains binding her prevent her from using
into the dark. any of her spells or powers: to free her, Vyndescille must
snap the chains as an action (a DC 25 Strength check), or
smash through them (AC 19, damage threshold 10, 80 hit
Flamewind
points, immunity to poison and psychic damage).
Sphinx scholar of the Draconic Prophecy
If any adventurers stayed behind to guard Goryphael,
Grand and inscrutable, Flamewind’s imposing presence
demands respect. Her black mane is tied in thick braids, her
go ahead and roleplay the meeting with Cord. If no
face is tattooed in spiraling sigils of learning, and her golden adventurers are present, a fun interlude is to let the players
eyes give away nothing of her calculating mind. control the elite soldiers assigned to guard Goryphael: set
Motivation: The Draconic Prophecy is Flamewind’s life’s the scene, give each player a champion to run, and ask
work; she must unravel its mysteries and discover her part in them to briefly describe their characters. Camp protocol
it, whatever the cost. is to demand a daily password from anyone who comes
Mannerisms: Flamewind doesn’t suffer fools gladly. She near, no matter their rank. When Cord approaches, he’s
flicks her tail from side to side when dealing with someone unable to provide this password: he claims he urgently
who irks her. needs to talk to the dragon alone and tries to pull rank
Quote: “All answers to all questions can be found within the
on any soldiers who defy him. Vyndescille transforms
Draconic Prophecy.”
into dragon form and attacks if he feels his cover is blown

DDAL-EB-20 OLD SCORES 13


(such a conflict could alert the adventurers if they’re in Attacking the Outpost
the outpost). Vyndescille knows the characters are the strongest heroes
If Goryphael is freed, she takes to the air and flies for in the outpost and hopes to lure them out by causing
freedom—her part in the story is over. Vyndescille then havoc. He swoops down on Salvation in dragon form and
heads to the outpost to hunt down the characters. unleashes his Poison Breath on the crowded streets, slay-
ing dozens with each blast.
General Cord Kolligan Use the Handout 2: Map of Salvation as a guide for
Brelish general, ogre this combat. If the adventurers confront Vyndescille, the
This hulking ogre is immaculately presented in a tightly dragon scoffs that he’ll offer their corpses as a tribute to
pressed Brelish military uniform. He’s known as a patriot, the King in Green when he arrives! Vyndescille fights to
whose somewhat eccentric bluster in social situations the death.
doesn’t stand in the way of his decisiveness on the field
of battle.
Motivation: Defend the realm and uphold the king’s rule.
Proceeding to Part 3
Mannerisms: Cord is direct and to the point when speaking, Proceed to part 3 as soon as the adventurers leave
while perpetually puffing away on his pipe. Salvation to intercept the Excellence. Any events they

ILSE GORT
Quote: “Now, now. You’ve done sterling work on the field, but haven’t played from part 2 can be pushed back to part 4. If
we’re home now. The fight’s over.” they don’t intercept the train, jump ahead to part 4 now.

14 DDAL-EB-20 OLD SCORES


Estimated Duration: 90+ minutes
Train Locations
The adventurers launch a daring mission to raid the royal
The Lightning Rail Train map in appendix A shows the
lightning rail and seize the Lamannian Triune’s offspring
layout of the train carriages. The Excellence is comprised
from Sulring Mroranon.
of eleven carriages, arranged in the following order:
Intercepting the Train 1. Helm
The Excellence is moving east along the lightning rail The vessel’s pilot, a House Orien dragonmarked heir
line from Wroat to Salvation. As a royal service, it doesn’t (a knight), stands at the helm, high atop the crew cart,
stop at every town and village: just the larger settlements. beneath the elemental binding struts. The pilot controls
The characters can intercept it anywhere along the line, the elemental and communicates with it during the trip,
but they need to move quickly: the train is due to arrive watching the path ahead through broad windows that
in Salvation at dawn on day 3 of this adventure. If the encircle the helm platform.
adventurers exploit teleportation, an airship, or other The remaining quarters are used by the train’s
means of aerial travel, they can reach it swiftly: if not, conductor and three guards (all knights).
the fastest way to intercept the Excellence is to take the
lightning rail west from Salvation and disembark at a 2. Galley
station ahead of it. Five expert chefs (commoners) work in the galley cart,
preparing sumptuous meals for the nobility traveling on
Boarding Requests the train.
The Excellence’s guards only allow passengers aboard
if they have an exclusive ticket or written permission 3. Dining
from a registered passenger. Adventurers who demand to This regal banqueting carriage always has 2d8 diners
speak to Sulring Mroranon or King Boranel must provide present (nobles): who spend their time eating, drinking,
a compelling reason and succeed on a DC 15 Charisma smoking, or reading broadsheets. A string quartet
(Persuasion) check, otherwise they’re refused entry. (commoners) plays beautiful chamber music. A royal
Characters who succeed on this check are escorted to the guard stands watch at the door to the galley (a champion).
passenger with whom they requested an audience. This is Cicero ir’Magrize, a Cyran hero who pledged
loyalty to the Brelish crown after Cyre’s fall but has since
Infiltration turned traitor and joined the Swords of Liberty (see
Characters can sneak aboard the train by stealing tickets sidebar). Cicero wears a helm of teleportation (if Cicero
from passengers waiting to board, by forging tickets, or died during DDAL-EBEP-04 The Last War, replace him
by using magic. As DM, listen to the player’s plans and with another traitorous Brelish officer).
present appropriate challenges—infiltrating the royal train
should be viable, but not easy. Cicero ir’Magrize
Characters with the entrepreneur background can Cyran knight, human
exploit their guild contacts in the dragonmarked houses. A famed swordsman, poet, swashbuckler, and lover, Cicero
With a successful DC 15 Charisma (Persuasion) check was the darling of Cyre’s society papers. Knighted for his
and 50 gp of messaging station costs, these characters valiant sorties against the Karrns, Cicero fought in the battle
acquire a written invitation for the group from one of the of Kalazart on the Day of Mourning. He famously escaped
dignitaries aboard. the cataclysm by exploiting his helm of teleportation to
teleport beyond Cyre’s borders. After the war, public opinion
Characters who earned the Cannith Scion turned against him and he was unfairly labeled as a coward
legacy event in DDAL-EB-19 Back to the Mud who’d abandoned his people. He later pledged allegiance to
can persuade Demery d’Cannith to help them Breland, but growing disillusioned with the king’s ability to
aboard. Demery is waiting to board at the unite a divided realm, he became an easy target for defection
city of Starilaskur. Though horrified at the to the Swords of Liberty.
prospect of subterfuge, he owes the adventurers his life: Motivation: Bring down his failing liege, King Boranel of
with a successful DC 12 Charisma (Persuasion) check, a Breland, and elect a parliament in his stead.
Mannerisms: Cicero is weighed down by his past, but the
character can persuade him to smuggle the group aboard
fire of heroism still burns deep in his eyes.
as part of his entourage. Quote: “I know you. I’ll never forget that face.”

DDAL-EB-20 OLD SCORES 15


Cicero recognizes any character who acquired
the Harbingers legacy event in DDAL-
EBEP-04 The Last War. If so, he demands
to know how they knew of the approaching
cataclysm, back on the Day of Mourning! This
could blow the adventurers’ cover if they’re in disguise.

4, 5, and 6. First Class


These carriages are fitted with royal quarters for six of the
train’s most important guests.
• King Boranel (a warlord) has his quarters in the central
first-class carriage, where he resides with his two
magebred ghost tigers. When the adventurers arrive,
Boranel is engaged in a tense meeting with the Aerenal
ambassador, an elf noble (see “Warning King Boranel,”
below). The king’s bodyguard, the warforged champion
Three, stands guard outside his quarters and escorts
Boranel everywhere he goes on the train (usually just the
dining car).
• Sulring Mroranon is quartered in the rearmost first-
class carriage. He also visits the dining car for meals.
• The other quarters are occupied by important dignitaries
from the dragonmarked houses. Each contains a noble King Boranel ir’Wynarn
and their attendant (a commoner). Brelish monarch, human
A royal guard (a champion) is stationed in the corridor of Bearded and with shoulder-length gray hair, King Boranel
has ruled Breland with strength and wit for 37 years. An
every first-class carriage.
adventurer in his youth, Boranel is well loved by the Brelish
people, but he’s now in his sixties and his eleven children
7 and 8. Sleeper have yet to prove themselves worthy to succeed him. King
These lavish carriages contain individual sleeping quar- Boranel’s constant companions are Three, a warforged
ters for the guild masters, generals, and dignitaries accom- paladin of Dol Arrah, and his beloved pair of magebred
panying the royal guests. At night, nobles occupy most ghost tigers.
compartments; during the day, the nobles are either in Motivation: Although weary of death and destruction,
their quarters or in the dining car. Boranel won’t hesitate to lead Breland into war to safeguard
long-term peace.
9. Standard Class Mannerisms: Slamming his fist on the arm of his throne to
This carriage is packed with maids, butlers, and other emphasize a point.
such attendants (fifty in total, all commoners). The staff Quote: “Ogre’s eyes! Anything but politics!”
sleep in their seats at night. During the day, accordion
music drifts through this carriage.
Warning King Boranel
10. Steerage King Boranel travels to Salvation to welcome back his
This carriage is occupied by the king’s own light infantry troops and personally thank the adventurers for their
(fifty scouts). They sleep in their seats at night, and spend aid. However, he can’t escape politics. Relationships
the daylight hours singing or playing cards. between the Five Nations and Aerenal are at rock bottom
following the activation of the Stonefire sleeper cell
11. Cargo program (as detailed in the Drums of War storyline). With
This carriage is piled high with luggage belonging to the politicians and dignitaries out for elven blood, Boranel
passengers aboard. A royal guard (a champion) stands has summoned Aerenal’s ambassador, Ivellios Tansaris,
watch over it at all times. to negotiate reparations for Breland. Read the following
boxed text aloud when the adventurers meet King Boranel:
Train Guards
The security forces detailed above have strict orders to be
on the lookout for spies and assassins. If the characters are “Madness!” the old king roars as he slams his fist on the table.
in disguise or entering under false pretenses, they must “Your people caused the deaths of hundreds of my subjects,
succeed on a DC 12 Charisma (Deception) group check to
practically ground my country to a halt, and what? You aren’t
pass by each champion without arousing suspicion.
even willing to reach into your pockets to apologize?”
If at least half the characters acquired the
The elven ambassador smiles politely. “As I said, your
Regicide legacy event in DDAL-EBEP-02
Rolling Thunder, they encounter even more grace, this was a rogue operation. All involved are now
guards aboard the train. In this case, each dead. Aerenal sees no need to escalate matters further—
champion listed above is accompanied by two nor cause further bloodletting.”
knights, and the Charisma (Deception) check to bypass “Bloodletting?! Are you threatening me with war, boy!?”
them safely increases to DC 14.

16 DDAL-EB-20 OLD SCORES


Adventurers who played DDAL-EB-17 The Final Tribute and admits he enslaved the Lamannian Triune by
have met the king previously. kidnapping their offspring (“I assure you, far worse things
happened in that war!”) However, he tries to persuade the
• If the characters warn Boranel of an impending
adventurers he did so for the greater good:
assassination attempt, he arranges for the Excellence
to stop at the next station so a loyal changeling can take • The Aurum can bring about real change in the world,
his place as a body double (if the characters warned him unfettered by the rivalries between nations or the
earlier, this has already occurred). The king requests dragonmarked houses (“Wealth is power, my friends.”)
that the adventurers stay on the train and capture the • Guided by the Oracle of War and the Draconic Prophecy,
assassins when they attack. the Aurum can steer Khorvaire toward a glorious future:
• Characters who speak to Boranel about Sulring’s a world of peace and prosperity.
treachery can persuade the king to have the artificer • Destiny has chosen the adventurers as defenders of
brought before him. However, on hearing Sulring’s the Oracle of War. Unlike other power groups, the
statement (see “Dealing with Sulring Mroranon,”) the Aurum never attempted to steal the artifact from the
king is inclined to keep the Oracle of War operational adventurers and has no desire to do so.
for the benefit of the realm, especially with tensions so • Instead, the Aurum offers the adventurers protection,
high between Aerenal and the Five Nations. He doesn’t investment, and support. Sulring asks for just one thing
attempt to seize it from the adventurers, but instead in return: that all verses of Draconic Prophecy be shared
urges them to consider the future of the Five Nations. with him. And if the Lamannian Triune refuses to make
their device perform? Well, regretfully, he has the means
Dealing with Sulring Mroranon to force them . . .
Sulring Mroranon stays in his own compartment, only Sulring Mroranon is speaking truthfully, for the most part.
leaving to visit the dining car for meals. If his suspicions He genuinely believes the Oracle of War can bring about
are roused during the journey, he manifests his clockwork an age of peace and prosperity—a world where he and his
woodpecker Yoffle to investigate (Sulring can conjure trustees will become unimaginably wealthy. The dwarf is
Yoffle at a distance and see through its eyes). If he spots driven by greed and self-importance, but his aims aren’t
any trouble, he hides the iron flask containing the Triune’s cruel. He doesn’t want his friends to come to any harm,
child in a signaling tower on the roof of his carriage. If and he’d rather the whole affair was resolved peacefully.
so, characters who make a successful DC 14 Intelligence As for the Shadow Cabinet; that’s best kept secret for now.
(Investigation) check while searching his compartment No point in revealing his whole hand!
notice the security seal on the roof hatch has been expertly
removed. At all other times, Sulring carries the iron flask Sulring Mroranon
in the pocket of his jacket. Dwarf artificer
Sulring Mroranon is one of the most talented artificers ever
Talking to Sulring Mroranon to study at Krona Peak’s Halls of Artifice. He’s devoted much
Sulring is pleased to see his friends. He reveals he’s of his life to creating mechanical divinatory devices that can
traveling to Salvation to meet them in person, having be used in battle to tip the scales in their user’s favor. Since
heard of their daring exploits in the Mournland. During his capture by the Lord of Blades, he’s at last come to realize
the conversation, he tries to pry out any new information the dangerous implications of his work. Sulring is also the
they’ve learned about the Oracle of War or its prophecies. chair of the Aurum power group and the mastermind behind
If the adventurers confront Sulring with the information the Oracle of War project.
given to them by the Lamannian Triune, read the following Motivation: Secure the Oracle of War so the Aurum can ex-
boxed text aloud: ploit its prophecies.
Mannerisms: Jingling the tiny nuts and bolts he keeps
about his person.
The dwarf sighs and removes his spectacles. “Yes, it’s all Quote: “It’s time to think of the future.”
true. When you rescued me from the Mournland, I didn’t
tell you the whole truth. It would’ve complicated matters Acquiring the Iron Flask
too much. I had to return to the Aurum and consult with Sulring Mroranon knows he doesn’t stand a chance
my peers. To find out where we all stood.” He takes out against the adventurers in a fight. He’ll try and escape
a handkerchief and begins cleaning the lenses on his using Infoportation, if possible, but if cornered, he won’t
spectacles.
hesitate to hand over the iron flask. He only turns his
magic against the group if their attention is divided (by the
“I suppose I lied a little. I didn’t tell you everything,
Swords of Liberty assault, for example).
certainly. But once I’d seen for myself what had happened
to the Oracle of War? Well, I even tried to help you. Better Swords of Liberty Assault
than can be said for the Twelve! They blew up one of their The Swords of Liberty assault occurs at a dramatic time of
own airships to be rid of you. And now, who knows what the your choosing. For example:
Draconic Prophecy has in store for you?” • Just as the adventurers warn King Boranel about
the attack.
• After Sulring Mroranon has told them about his plans
Sulring Mroranon confirms he’s the head of the Aurum
for the Oracle of War.
(though he scoffs at the mention of any “Shadow Cabinet”),

DDAL-EB-20 OLD SCORES 17


• When an adventurer ascends to the roof of the train to • This, however, is just a diversion for the real attack.
acquire the iron flask from the signal tower. When the assassins first land, Cicero ir’Magrize calls for
King Boranel to join him and escape to safety using his
Alternatively, if the adventurers know about the assault and
helm of teleportation. In fact, Cicero teleports the king
have been exceptionally careful, they can prepare a counter-
aboard the Red Wyrm, where he turns on him. Cicero
ambush for the attackers. In this case, the attack takes place
carries a patch of sailcloth taken from the vessel to
on the second night of the adventure, just east of Starilaskur.
ensure his teleportation is successful.
The Assassination Squad • If Cicero’s mission fails, the arcane assassins advance
The Swords of Liberty have assembled a crack squad to through the carriages until they locate the king.
carry out the attack on King Boranel: • If more than half the attacking forces are lost, the Red
Wyrm turns its weapons on the train track and attempts
• Cicero ir’Magrize, a traitor on the king’s royal guard (a to derail the Excellence (see “Train Crash,” below). The
champion wearing a helm of teleportation) rebels are prepared to perform this action even if their
• The House Lyrandar elemental airship Red Wyrm and allies are still aboard the train.
its crew of twenty sky raiders
• Five arcane assassins (aboard the Red Wyrm) When the assassins launch their initial attack, read the
• Five harpy disruptors (aboard the Red Wyrm) following boxed text aloud:

Tactics. The assassins have stuffed wax in their ears to


protect them from the harpies’ song. They try to keep 10 feet Loud thumps are heard from the roof above, followed by
apart from each other to make full use of their Mind Static. the sound of running feet headed for the train’s helm. All
around, passengers look to the ceiling in surprise.
Adjusting the Scene “Intruders on the roof!” cries a knight, as the earsplitting
Here are some suggestions for adjusting this scene:
sound of the train’s alarm rings through the carriages.
• Very Weak: Remove two arcane assassins and two harpy
disruptors.
• Weak: Remove two harpy disruptors. Characters who make a successful DC 12 Wisdom
• Strong: Add four arcane assassins. (Perception) check see an airship swooping away from
the train, and glimpse the name painted on its prow,
the Red Wyrm.
The Plan Cicero ir’Magrize (see “Train Locations”) now tries to
The Red Wyrm approaches the train from on high, locate King Boranel. If the adventurers are present when
concealed among the clouds. he does so, read the following boxed text aloud:
• When the attack begins, the Red Wyrm swoops down
over the train, and the arcane assassins use misty step A dashing knight wearing a polished silver helmet holds his
to teleport onto the train roof. The harpy disruptors take hand out to King Boranel.
to the air to protect the assassins as they dash along the
“My liege!” he cries. “My helm can spirit us to safety!
carriage roofs to the helm, where they assassinate the
pilot, bringing the train to a halt. Take my hand!”

18 DDAL-EB-20 OLD SCORES


As described under “Train Locations,” characters who Train Wreck
played DDAL-EBEP-04 The Last War may recognize Read the following boxed text aloud if the Red Wyrm turns
Cicero—as he might recognize them. Characters who its weapons on the track:
make a successful DC 18 Wisdom (Insight) check get
the sudden feeling that Cicero isn’t to be trusted (grant
advantage on this check if the characters met him in As the Excellence glides over a bridge, the airship banks
DDAL-EBEP-04 The Last War). If the king refuses his around for another pass. Ballistas mounted on the airship’s
help, Cicero attacks him. deck unleash a broadside of bolts—not at the train, but
Characters who captured the Swords of Liberty rebels in
at the track beneath it! The bolts slam home and explode
Salvation can use the pass phrase they learned from them
to pose as allied assassins. As none of the attackers know in magical flame, shattering the conductor stones. With a
who else is involved in the operation, such efforts are likely screech of metal, the train tears in two!
to succeed.
Every adventurer and enemy aboard the train when it
Stars of the Show derails takes 10 (3d6) bludgeoning damage and is knocked
In this battle, remember the adventurers are the stars of the prone. Give the players Handout 4: Train Wreck. This
show! Don’t get bogged down taking turns for allied NPCs; at shows the situation when the train comes to a rest and
this level, it’s better to say the train’s guards are momentarily the challenges the adventurers now face. The ravine the
stunned with shock and surprise. If they need to act, use wrecked train is perched on is 200 feet high. Once the dust
description rather than rules to resolve their turns, letting the
has settled, any enemy combatants who survived the crash
adventurers rise to the occasion and earn the glory!
continue their attack!
During combat, each player must roll on the Crash
Complications table if their character ends their turn on or
Sulring’s High Tower inside a carriage. Any events listed take place immediately.
When the attack begins, Sulring hides the iron flask in a The challenges listed below now come into play. Before
secure location. He waits until the assassins have passed continuing the initiative order, roll a d6 for each challenge
overhead, then sneaks up onto the train roof and hides the to determine how many rounds it has left before disaster
artifact inside one of the signal towers. These stout iron strikes. For each loss a character prevents, they gain 1
structures contain magical lights that are used to signal hero point.
approaching stations. Burning Galley. The galley car has caught fire and the
When the attack begins, characters who three chefs who survived the crash are trapped inside,
screaming for help. Any character entering via the carriage

WAYNE REYNOLDS
acquired the First Prophecy legacy event in
DDAL-EBEP-04 The Last War may recognize doors must pass through a 10-foot-diameter wall of raging
that the prophecy is coming true! If they ask flames, taking 16 (3d10) fire damage for each 5 foot
about “high towers,” point them to the signal of movement.
towers on the roof of the train.

DDAL-EB-20 OLD SCORES 19


Crumbling Support. The bridge support underneath Development
the sleeper carriages is cracking under their weight. If Characters who save King Boranel from the assassins
it collapses, the carriages plunge to the bottom of the gain 1 hero point. If the train crashed, House Orien
ravine. Magic could reinforce the bridge, or a heroic immediately dispatches a replacement service to rescue
character could grab hold and brace the stonework, the stranded passengers. Within a few hours, the
stalling the countdown for 1 round with a successful DC characters are safely on their way again.
17 Strength check. Adventurers who acquired the iron flask from Sulring
Dangling VIP. A very important person hangs on for Mroranon can now deliver it to the genies inside the Oracle
dear life from the dangling dining cart (ideally King of War. If they do so, read the following boxed text aloud
Boranel, but possibly the Aereni ambassador, or the head when the characters present the iron flask:
of a dragonmarked house). Every movement of the swaying
cart causes their grip to slip further!
Flooding Carriage. The soldiers’ carriage has plunged The Oracle of War’s lid opens, and the three genies billow
into the river at the bottom of the ravine. Dozens have out. Slowly, the blue-skinned woman takes the iron flask
died, but twelve survivors are trapped inside the slowly from you and reaches for the stopper. She pauses, fingers
sinking wreckage!
trembling. Her lovers place reassuring hands on her
Teetering Carriage. The standard-class carriage
teeters over the ravine, packed with terrified royal staff. As shoulders, and with a deep breath, she opens the flask.
passengers scramble for safety, their manic movements Vines spill from within, covered in spring blossoms.
cause the carriage to shudder closer to oblivion. Any They twist and coalesce into a humanoid form: a young
character seeking to marshal their escape must make a genie child, made from flowers, leaves, and roots. When he
successful DC 14 Charisma (Intimidation or Persuasion) speaks, you don’t have to understand Primordial to know
check to calm the crowds.
his meaning: “Where am I?”
Crash Complications The genies embrace their offspring and hold him
d20 Complication tight. “You’re home.” Then, with a simple nod to you all,
they’re gone.
1 A drum of lamp oil explodes nearby, rocking the carriage.
You must succeed on a DC 14 Dexterity saving throw or With a hiss, the last of the gases seep out of the Oracle of
take 16 (3d10) fire damage and be knocked prone. War. And with that, it’s just a box.

2 The carriage jerks, hurling a couple passengers though


the broken windows. Any characters inside the carriage Of course, the players might side with Sulring Mroranon
must succeed on a DC 10 Dexterity saving throw or or keep the iron flask for themselves. If so, the genies
suffer the same fate! remain inside the Oracle of War, seething at the
characters’ decision.
3 A dying passenger screams in agony as they expire.
You must succeed on a DC 15 Wisdom saving throw or
Proceeding to Part 4
you’re shaken and you have disadvantage on your next
attack roll, ability check, or saving throw. Proceed to part 4 when the characters have returned to
Salvation and are ready to face the dragons!
4 A wooden floorboard explodes under pressure,
showering you with 1d6 splinters of jagged wood. Ranged
Weapon Attack: +5 to hit, Hit: 11 (2d10) piercing damage.
5 A falling beam or pillar pins you beneath it. Until
freed, you are prone and restrained. To break free, you
or an adjacent ally must take an action and make a
successful DC 10 Strength (Athletics) check.
6 Wreckage entangles you. Until freed, your speed is
halved, and you have disadvantage on attack rolls and
ability checks. To free you, you or an adjacent ally must
take an action and make a successful DC 10 Strength
(Athletics) check.
7 Debris crashes around you, surrounding you in a
10-foot-radius circle of difficult terrain.
8 The carriage shudders underfoot. You must succeed
on a DC 13 Dexterity saving throw or fall prone.
9 Acrid black smoke washes over you. You must succeed
on a DC 13 Constitution saving throw or be blinded for
1 round.
10-20 No complication.

20 DDAL-EB-20 OLD SCORES


Estimated Duration: 30+ minutes
“Those dragons are going to be livid when they find out
The adventurers return to Salvation to confront the
they’ve come all this way for an empty box! Don’t much
dragons of Argonnessen and bring an end to the Oracle of
War’s story. fancy being in their way once they’ve learned that.
“But they’re all about the Prophecy, right? It’s named
A Flight of Dragons after them! So, what if we came up with our own prophecy
As the sun sets on the third day of this adventure, the ancient to scare them away? And what if we made the Oracle of War
green dragon Graelcaliban, founder of the Chamber, arrives speak it to them?”
to seize the Oracle of War. If the adventurers prepared for his
arrival, they meet him where they please; if not, the dragons
descend on Salvation when the adventurers return. Sky suggests that the characters invent a compelling verse
Skirting the Mournland, the dragons pass over Darguun from the “Draconic Prophecy” to convince the dragons
and up through eastern Breland. Shortly before their they aren’t the Oracle’s rightful owners. Ask the players
arrival, the Brelish military receive a panicked sending to work together to invent a suitable prophecy. When
message from the fortress at Kennrun, warning that a they’re done, Sky offers to hide inside the Oracle and
large flight of dragons is headed in their direction: “at least manipulate it from inside, giving the impression it’s still
forty wyrms of great size.” functional. If luck smiles on them, the dragons are sure to
return to Argonnessen!
Gathering Allies If Sky learns the adventurers have sided with Sulring
The characters may wish to inform their allies of the Mroranon or King Boranel against the genies’ wishes, she
coming threat: King Boranel, the Argonth, the Twelve, the leaves their company in disgust. She won’t be part of any
dragonmarked houses, or the hard-bitten folk of Salvation. endeavor that relies on enslavement to succeed.
Allow the characters to gather as many forces as they can
for the final standoff—the dragons are coming in force, Meeting the King in Green
so the adventurers need all the help they can get. If the When the dragons arrive, read the following boxed
military get involved, they’re best placed to hold the ground text aloud:
around Salvation: for their own part, King Boranel and
the generals of the Five Nations are keen to avoid showing
weakness by giving ground. As the sun sets in the west, over three dozen mighty
dragons emerge from the clouds. A green dragon of
Siding with Sulring immense size lands before you, clutching a spear shaped
If the characters cut a deal with Sulring Mroranon to
like a thunderbolt. Behind it, the other dragons growl and
preserve the Oracle of War for the Aurum, he recommends
they confront the dragons together and seek a truce. “The hiss. A young red dragon slithers from the great wyrm’s side
great wyrms are known for their intelligence, surely they’ll and fixes you with its fiery gaze.
be open to negotiation?” “Behold Graelcaliban! The King in Green has come to lay
claim to the Oracle of War.”
Sky Blue’s Plan
Having heard of the approaching dragons from the military,
Sky seeks out the adventurers to find out what they know. Give the adventurers an opportunity to speak, but
If she learns the dragons are coming for the Oracle of War, interrupt them almost immediately:
she wonders if now is the time for her to take on the mantle
of her destiny, as predicted by the Draconic Prophecy?
Sky Blue’s plan depends on whether the genies have A gold dragon leaps forward with a roar. “Silence! How
already abandoned the Oracle of War. If they have, she dare mere mortals speak to us? Let them prove themselves
suggests a cunning course of action: worthy first!”

DDAL-EB-20 OLD SCORES 21


Five adult bronze dragons leap forward to attack the group. only if the characters freed the Lamannian Triune:
The adventurers must fight them, while the other drag-
ons watch with interest. If the adventurers brought allies,
A blast of cool air washes over you, rich with the aroma of
Graelcaliban activates his Frightful Presence at the start of
combat to force a rout (use the Vyndescille stat block). a deep forest. The fiery genie from the Lamannian Triune
The combat ends when all five dragons are defeated. appears before you.
Proving the adventurers’ worth to the other dragons earns “You made a promise to us. Fulfilling it now may aid you
an opportunity to parley with them, as described below. in your hour of need.”
Characters who earned the Draconic
Leverage legacy event in DDAL-EB-18
Scales of War can use Goryphael as leverage. The genie turns to the character who earned
If they threaten Goryphael, the attacking the Promise of the Oracle legacy event in
dragons back off. DDAL-EB-19 Back to the Mud. He asks this
character to destroy the Oracle of War, to
prevent Sulring Mroranon, the dragons, or any
Adjusting the Scene
other group from luring other immortals inside it.
Here are some suggestions for adjusting this scene:
The genie explains the following:
• Very Weak: Remove two adult bronze dragons.
• Weak: Remove one adult bronze dragon. • Only a mortal Humanoid can input the self-destruct
• Strong: Add two adult bronze dragons. sequence into the Oracle: which takes 1 minute of work,
writing special codes onto the Oracle’s parchments then
feeding them into the artifact’s ports.
Legendary Actions • If the codes are inputted correctly, two palm-sized dials
To keep things manageable, only allow one legendary emerge from the device. The operator must place their
action to take effect at the end of each turn, even if multiple hands on the dials and turn them both clockwise. This
legendary monsters are active. opens a planar rift, destroying the Oracle of War and
hurling the operator and any living creatures nearby to
random locations across the cosmos.
A Stay of Execution • If the dragons discover the Oracle is destroyed, they’re
Once the adventurers have proven themselves, likely to seek retribution. It’s risky, but if the device
Graelcaliban addresses them directly. is activated in their presence, the rift could deal with
them too: and serve as a warning to any others from
Argonnessen who dare to enter Khorvaire.
“Impressive. For months, my subjects have watched your
The genie understands the gravity of this sacrifice: if
journey. Goryphael, who you know as Narcy of Xandrar,
hurled across the planes, there may be no coming back for
brought word of the Oracle to me. She told me it can reveal the character! However, the Lamannian Triune believe it’s
unheard verses from the Draconic Prophecy. This is no toy this character’s destiny to end the Oracle of War’s story.
for humans to play with. The Prophecy is the future of our
world, and its words are sacrosanct.” Potential Endings
The dragon slams its spear into the ground with a The story can be resolved in more than one way.
snarl. “I gave no order for Goryphael to seize the Oracle.
Tricking the Dragons
She was unwise to attempt it, but her defeat can’t go If Sky is on the adventurers’ side, she can trick the dragons
unpunished. Our guardians, the Eyes of Chronepsis, have with a prophecy of the party’s own making. To pull this off,
decreed that the Oracle of War must be given as tribute to the characters who devised the prophecy must succeed on
Argonnessen. You have one hour to decide: surrender it or a DC 16 Charisma (Deception) group check (made with
die defending it.” advantage if you feel their verse was particularly cunning).
Failing this check means the dragons uncover the deception.
If the ruse succeeds, read the following boxed text aloud:
Graelcaliban turns to any character who
acquired the Death Is a Door legacy event. He
Graelcaliban listens in growing horror, then slowly bows his
reveals he used ancient magic to raise them
from the dead, as they had important roles to head and turns to his fellows. “It isn’t our destiny to wield
play in the Draconic Prophecy. History now this device.”
stands in the balance. This is their moment: they must The other dragons snarl and spit, but finally a consensus
persuade their friends to hand over the Oracle, or their is formed. The gold dragon steps forward again. “The Eyes
destiny ends here in the dust.
of Chronepsis have spoken. The Oracle of War remains
Unless the adventurers intervene, the dragons leave, with these small ones. And with them, rests the fate of
promising to return in 1 hour. their nation.”
The Genie’s Return With bellowing roars, the dragons take to the air and
This event only occurs if the dragons grant the group a fly south.
stay of execution. Read the following boxed text aloud, but

22 DDAL-EB-20 OLD SCORES


Destroying the Oracle As the King in Green falls, the other dragons take to the
Activating the self-destruct sequence causes the Oracle of
air with furious snarls. The gold dragon shouts at you
War to explode. If the dragons are nearby, the planar rift
hurls them across the cosmos too. from above.
If a character performs the self-destruct sequence, read “Your destiny is clear. The Chamber is no more, and the
the following boxed text aloud: fate of Khorvaire lies in your hands. Guide your Prophecy
well.” With that, the dragons fly away.
You snap the dials clockwise, and the Oracle of War
shudders to life. Gray smoke pours from every crack in
its surface and the whole thing starts to tremble and Cutting a Deal
shake. Then, with a tremendous roar, it tears apart in The adventurers may push for a peaceful resolution.
The dragons won’t leave empty-handed, but as Sulring
a multicoloured explosion. For a moment, you see . . .
says: they’re intelligent creatures. If the players have a
everything. Then you are gone. grand plan to persuade them, there’s always a chance
it succeeds! As DM, try to present a fitting challenge
and resolve the encounter in a manner that pleases
Battling the Dragons your players.
The adventurers may end up fighting the dragons to keep
the Oracle for themselves (or if they fail other courses of
Surrendering the Oracle
After months of defending the Oracle of War against
action). If so, they face Graelcaliban (use the Vyndescille
devious foes and double-crossers, the characters may
stat block) and thirty-four dragons of various types (for
view the dragons as acceptable stewards of the device. If
simplicity, use the adult bronze dragon stat block and
the Oracle is surrendered to them, the dragons depart for
change the breath weapon damage type as needed).
Argonnessen with their prize—but only if it’s functional.
The heroes are outmatched but can force the dragons
Characters who hand over an empty device face the
to retreat if they kill Graelcaliban. With the Chamber
dragons’ wrath, who attack the characters (or the nearest
leaderless, the Eyes of Chronepsis decide the fight isn’t
major settlement if they’re no longer present).
worth it. It’s clearly the adventurers’ destiny to wield the
Oracle of War. Abandoning the Oracle
If the dragons retreat, read the following boxed
The characters may simply choose to leave the Oracle
OLIVIER BERNARD

text aloud:
of War somewhere for the dragons to find. As detailed
above, this incurs the dragon’s wrath if the device is
nonfunctional.

DDAL-EB-20 OLD SCORES 23


Estimated Duration: 30+ minutes The Last Dance
The players discuss what happens to their characters after Go around the group one by one and ask each player to
the campaign concludes. describe their character’s performance in the ballroom.
After each performance is described, ask the player
The Aftermath what their character will be doing in a year’s time. Work
together with the player to paint this as a final scene, then
The adventure is over. The heroes of the Mournland War
cut back to the ballroom. When everyone’s done, announce
are invited to Wroat to receive personal honors from King
the end of the campaign!
Boranel. If the king is dead, the heroes are invited to the
coronation of his successor, King Bortan, Boranel’s eldest Unless . . .
son. Read the following boxed text aloud:
Characters who earned the Madness Unleashed legacy
event in DDAL-EB-17 The Dragon Below now discover the
Bright sunshine falls over the city of Wroat. After passing consequences of their actions. Read the following boxed
through crowds of jubilant celebrants, you cross the text aloud:
Howling River and enter Brokenblade Castle, seat of Brelish
royalty. Here, a grand ball is held is honor of the heroes of As you dance, your mind turns to your dreams and ambitions.
the Mournland War. Dancers whirl across a polished golden Right now, they seem so close you could touch them.
floor to the stirring music of an orchestra. As you soak in Everything swirls in a blaze of happy color. And then . . .
the scene, the dancers beckon for you to join them. The dancer you hold in your arms widens their eyes in
horror. Spiders pour from their mouth, and they stumble
to the ground, retching and gurgling, their skin blistering
Before you continue, update players who earned any of the
following legacy events: with hatching insects. All around you, people are screaming,
screaming, screaming.
Characters who earned the Heroic Victory
legacy event in DDAL-EB-18 Scales of War Tides of insects wash over the dance floor, burying you
are awarded full military honors and offered under their mass. Valaara the Crawling Queen has arisen,
a command position in the national army of and all is lost.
their choice.
Characters who earned the World of Hope Wroat soon falls as the daelkyr Valaara strikes at the
legacy event in DDAL-EB-19 Back to the Mud heart of Breland. Other cities are sure to follow. The story
receive news from Aaren d’Cannith before ends in ruin.
arriving at the ball—his work at the Lifespark
Foundry has struck a breakthrough. Using the
creation forge, he’s begun crafting an extradimensional
realm: a world of metal and gears, safe from harm. He
invites all warforged to join him in colonizing this new
realm, so the “Sons of Aaren” can live forever in a world
where they’ll always be accepted. Will this place deliver on
his promise? That’s a story for another day . . .

24 DDAL-EB-20 OLD SCORES


Farewell and Adieu!
So ends the Oracle of War Eberron campaign for the D&D
Adventurers League. It’s been a long journey! When Chris
Lindsay pitched the idea to myself and Shawn Merwin,
early in 2019, I had no idea what I was letting myself in for,
but I knew it had to be done! Like all great quests, it’s had
its testing times and its moments of triumph, but it’s been
a hell of a ride overall. I hope it’s brought you and your
friends as much fun as we had writing it!
My goal with this campaign was to show new players a
little bit of everything Eberron has to offer, but above all,
to present a series of pulp adventures that showed real
variety. Our wonderful authors delivered the goods on
every level, and for that, I thank all of them.
But there are others without whom this campaign
would have floundered; Ashley Michaela Lawson—our
Navigator—whose editing skills are exemplary; Shawn
Merwin, the wise wizard who laid down the laws of
the campaign; our fearless leaders Chris Lindsay and
Chris Tulach; and all the other Adventurers League
administrators, notably Claire Hoffman, Amy Lynn Dzura,
and Alan Patrick, without whom nothing would have got
done on time.
—Will Doyle, January 2022

About the Author


Will Doyle is a game designer, cartographer, and veteran of
the UK computer games industry. You’ll know him and his
fiancée Stacey Allan as the co-writers and co-cartographers
behind many of Wizards of the Coast’s adventure campaigns;
from The Wild Beyond the Witchlight through to Storm King’s
Thunder. Will lives in Surrey, England with Stacey and their
daughter, Roxanne.
JULIAN KOK JOON WEN

DDAL-EB-20 OLD SCORES 25


Important Characters
The following NPCs feature prominently in this adventure:

Important Characters
Name Identity Details
Aaren d’Cannith Human master artificer Creator of the first true warforged, who was excoriated from House Cannith
and has remained missing for the past 28 years.
Cicero ir’Magrize Human champion Cicero is a legendary knight who famously evaded the Mourning by exploiting
his helm of teleportation to escape Cyre.
Demery d’Cannith Human noble Artificer of House Cannith who’d been forced to operate the creation forge by
the Lord of Blades.
Earl Awakened seagull Last surviving member of the 10th Avian Messenger unit and protector of the
orphan thief Sky Blue.
Flamewind Sphinx Expert on the Draconic Prophecy, currently resident at Morgrave University.
General Cord Kolligan Ogre general Brelish general who’s direct and to the point when speaking.
Graelcaliban a.k.a. the Ancient green dragon Leader of the Chamber, a league of dragons sworn to monitor the Draconic
King in Green Prophecy in Khorvaire.
Irullan Karnach Human former Emerald Claw Irullan was one of Salvation’s most powerful brokers, but secretly served the
agent Emerald Claw as their spy in the area.
Jara Blue Human veteran Sky Blue’s father was court-martialed for desertion from the 12th Brelish
Infantry and later taken prisoner by the Blades.
King Boranel ir’Wynarn Human champion King of Breland.
Lukas Varko Human spy Loyal member of the King’s Dark Lanterns.
Narcy of Xandrar a.k.a. Ancient gold dragon posing Ancient gold dragon operating in disguise for the Chamber, which plans to
Goryphael as a Brelish archmage steal the Oracle of War.
Sky Blue Human thief Expert soarsled rider and aerial acrobat who carves a living in Sharn by
stealing from its richest residents.
Sulring Mroranon Dwarf artificer Creator of the Oracle of War and chair of the Aurum’s secret Shadow Cabinet.
Vyndescille Ancient green dragon Loyal dragon of the Chamber.

26 DDAL-EB-20 OLD SCORES


Creature Statistics

Adult Bronze Dragon


Huge Dragon (Metallic), Typically Lawful Good

Armor Class 19 (natural armor) Breath Weapons (Recharge 5–6). The dragon uses one of the
Hit Points 212 (17d12 + 102) following breath weapons:
Speed 40 ft., fly 80 ft., swim 40 ft.
Lightning Breath. The dragon exhales lightning in a 90-foot
STR DEX CON INT WIS CHA line that is 5 feet wide. Each creature in that line must make
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) a DC 19 Dexterity saving throw, taking 66 (12d10) lightning
damage on a failed save, or half as much damage on a suc-
cessful one.
Saving Throws Dex +5, Con +11, Wis +7, Cha +9
Repulsion Breath. The dragon exhales repulsion energy in a
Skills Insight +7, Perception +12, Stealth +5
30-foot cone. Each creature in that area must succeed on a
Damage Immunities lightning
DC 19 Strength saving throw or be pushed 60 feet away from
Senses blindsight 60 ft., darkvision 120 ft., passive Perception
the dragon.
22
Languages Common, Draconic Change Shape. The dragon magically polymorphs into a Beast
Challenge 15 (13,000 XP) Proficiency Bonus +5 or Humanoid that has a challenge rating no higher than its
own, or back into its true form. It reverts to its true form if it
dies. Any equipment it is wearing or carrying is absorbed or
Amphibious. The dragon can breathe air and water. borne by the new form (the dragon’s choice).
Legendary Resistance (3/Day). If the dragon fails a saving In a new form, the dragon retains its alignment, hit points,
throw, it can choose to succeed instead. Hit Dice, ability to speak, proficiencies, Legendary Resistance,
lair actions, and Intelligence, Wisdom, and Charisma scores, as
Actions well as this action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class features or
Multiattack. The dragon can use its Frightful Presence. It then legendary actions of that form.
makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Legendary Actions
Hit: 18 (2d10 + 7) piercing damage.
The dragon can take 3 legendary actions, choosing from the
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. options below. Only one legendary action option can be used
Hit: 14 (2d6 + 7) slashing damage. at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 16 (2d8 + 7) bludgeoning damage. Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes one Tail attack.
Frightful Presence. Each creature of the dragon’s choice that Wing Attack (Costs 2 Actions). The dragon beats its wings.
is within 120 feet of the dragon and aware of it must succeed Each creature within 10 feet of the dragon must succeed on a
on a DC 17 Wisdom saving throw or become frightened for 1 DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeon-
minute. A creature can repeat the saving throw at the end of ing damage and be knocked prone. The dragon can then fly
each of its turns, ending the effect on itself on a success. If a up to half its flying speed.
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.

DDAL-EB-20 OLD SCORES 27


Arcane Assassin Assassin
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment

Armor Class 18 (studded leather armor) Armor Class 15 (studded leather armor)
Hit Points 135 (18d8 + 54) Hit Points 78 (12d8 + 24)
Speed 35 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 17 (+3) 15 (+2) 16 (+3) 18 (+4) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

Saving Throws Con +7, Wis +7 Saving Throws Dex +6, Int +4
Skills Deception +8, Insight +7, Intimidation +12, Perception Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
+11, Stealth +14 Damage Resistances poison
Senses darkvision 60 ft., passive Perception 21 Senses passive Perception 13
Languages Common Languages any two languages plus thieves’ cant
Challenge 10 (5,900 XP) Proficiency Bonus +4 Challenge 8 (3,900 XP) Proficiency Bonus +3

Innate Spellcasting. The assassin’s innate spellcasting ability is Assassinate. During its first turn, the assassin has advantage on
Intelligence. It can innately cast the following spells, requiring attack rolls against any creature that hasn’t taken a turn. Any hit
no components: the assassin scores against a surprised creature is a critical hit.
3/day each: misty step, phantom steed Evasion. If the assassin is subjected to an effect that allows
1/day each: magic weapon, nondetection it to make a Dexterity saving throw to take only half as much
damage, the assassin instead takes no damage if it succeeds on
Magic Resistance. The assassin has advantage on saving the saving throw, and only half as much damage if it fails.
throws against spells and other magical effects.
Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6)
Mask of the Wild. The assassin can attempt to hide even when damage when it hits a target with a weapon attack and has
it is only lightly obscured by foliage, heavy rain, falling snow, advantage on the attack roll, or when the target is within 5
mist, and other natural phenomena. feet of an ally of the assassin that isn’t incapacitated and the
assassin doesn’t have disadvantage on the attack roll.
Mind Static. Any creature within 10 feet of the assassin that
isn’t protected by a mind blank spell hears in its mind a
cacophony of screeches and screams. As a bonus action, the
assassin can force all creatures that can hear the screams Actions
to make a DC 16 Wisdom saving throw. Each creature takes Multiattack. The assassin makes two Shortsword attacks.
16 (3d10) psychic damage on a failed save, or half as much
damage on a successful one. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
Actions successful one.
Multiattack. The assassin makes three Scimitar attacks.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
target. Hit: 9 (1d6 + 6) slashing damage. must make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
Poisoned Dart (1/Day). Ranged Weapon Attack: +10 to hit, range
successful one.
20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage and the
target must make a DC 19 Constitution saving throw, taking
42 (12d6) poison damage on a failed save, or half as much
damage on a successful one.

28 DDAL-EB-20 OLD SCORES


Champion Commoner
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment

Armor Class 18 (plate armor) Armor Class 10


Hit Points 143 (22d8 + 44) Hit Points 4 (1d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +9, Con +6 Senses passive Perception 10


Skills Athletics +9, Intimidation +5, Perception +6 Languages any one language (usually Common)
Senses passive Perception 16 Challenge 0 (10 XP) Proficiency Bonus +2
Languages any one language (usually Common)
Challenge 9 (5,000 XP) Proficiency Bonus +4
Actions
Indomitable (2/Day). The champion can reroll a failed Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
saving throw. Hit: 2 (1d4) bludgeoning damage.

Actions
Multiattack. The champion makes three Greatsword attacks or
three Shortbow attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing
damage if the champion has more than half of its total hit
points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320
ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6)
piercing damage if the champion has more than half of its total
hit points remaining.

Bonus Actions
Second Wind (Recharges after a Short or Long Rest). The
champion regains 20 hit points.
Elemental Airship
Gargantuan vehicle (80 ft. by 20 ft.)
Control Helm
Creature Capacity 20 crew, 10 passengers Armor Class 16
Cargo Capacity 1 ton Hit Points 50
Travel Pace 9 miles per hour (216 miles per day) Move up to the speed of the airship’s elemental engine, with
one 90-degree turn. If the helm is destroyed, the airship
STR DEX CON INT WIS CHA can’t turn.
14 (+2) 14 (+2) 12 (+1) 0 0 0
Movement: Elemental Engine
Damage Immunities poison, psychic Armor Class 18
Hit Points 100; −20 ft. speed per 25 damage taken
Condition Immunities blinded, charmed, deafened, exhaustion, Speed (air) 80 ft.
frightened, incapacitated, paralyzed, petrified, poisoned, Locomotion provided by (air) elemental power. If the engine is
prone, stunned, unconscious destroyed, the ship immediately crashes.

Actions Weapons: Ballistas (4)


On its turn, the airship can use its helm to move using its
Armor Class 15
elemental engine. It can also fire its ballistas. If it has half its
Hit Points 50 each
crew or fewer, it can fire only two of the ballistas.
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
Hit: 16 (3d10) piercing damage.
Hull
Armor Class 13
Hit Points 300 (damage threshold 10)
HOWARD LYON

30 DDAL-EB-20 OLD SCORES


Goryphael
Gargantuan Dragon (Metallic, Wizard), Lawful Neutral

Armor Class 22 (natural armor) Frightful Presence. Each creature of Goryphael’s choice that
Hit Points 546 (28d20 + 252) is within 120 feet of her and aware of her must succeed on
Speed 40 ft., fly 80 ft., swim 40 ft. a DC 24 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
STR DEX CON INT WIS CHA each of its turns, ending the effect on itself on a success. If a
30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9) creature’s saving throw is successful or the effect ends for it,
the creature is immune to Goryphael’s Frightful Presence for
Saving Throws Dex +9, Con +16, Wis +10, Cha +16 the next 24 hours.
Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Immunities fire Breath Weapons (Recharge 5–6). Goryphael uses one of the
Senses blindsight 60 ft., darkvision 120 ft., passive Perception following breath weapons:
27
Fire Breath. Goryphael exhales fire in a 90-foot cone. Each
Languages Common, Draconic
creature in that area must make a DC 24 Dexterity saving
Challenge 24 (62,000 XP) Proficiency Bonus +7
throw, taking 71 (13d10) fire damage on a failed save, or half
as much damage on a successful one.
Weakening Breath. Goryphael exhales gas in a 90-foot cone.
Amphibious. Goryphael can breathe air and water.
Each creature in that area must succeed on a DC 24 Strength
Legendary Resistance (3/Day). If Goryphael fails a saving throw, saving throw or have disadvantage on Strength-based attack
she can choose to succeed instead. rolls, Strength checks, and Strength saving throws for 1
minute. A creature can repeat the saving throw at the end of
Spellcasting. Goryphael is an 18th-level spellcaster. Her each of its turns, ending the effect on itself on a success.
spellcasting ability is Intelligence (spell save DC 19, +11 to Change Shape. Goryphael magically polymorphs into a Beast or
hit with spell attacks). Goryphael can cast disguise Humanoid that has a challenge rating no higher than her own,
self and invisibility at will and has the following wizard or back into her true form. She reverts to her true form if she
spells prepared: dies. Any equipment she is wearing or carrying is absorbed or
Cantrips (at will): fire bolt, light, mage hand, borne by the new form (Goryphael’s choice).
prestidigitation, shocking grasp In a new form, Goryphael retains her alignment, hit points,
1st level (4 slots): detect magic, fog cloud, identify, magic missile Hit Dice, ability to speak, proficiencies, Legendary Resistance,
2nd level (3 slots): detect thoughts, mirror image, misty step lair actions, and Intelligence, Wisdom, and Charisma scores, as
3rd level (3 slots): counterspell, fly, lightning bolt well as this action. Her statistics and capabilities are otherwise
4th level (3 slots): banishment, fire shield, stoneskin* replaced by those of the new form, except any class features or
5th level (3 slots): cone of cold, scrying, wall of force legendary actions of that form.
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
Legendary Actions
9th level (1 slot): time stop Goryphael can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
*Goryphael casts these spells on herself before combat. a time and only at the end of another creature’s turn. Goryphael
regains spent legendary actions at the start of her turn.
Actions Detect. Goryphael makes a Wisdom (Perception) check.
Multiattack. Goryphael can use her Frightful Presence. She Tail Attack. Goryphael makes one Tail attack.
then makes one Bite attack and two Claw attacks. Wing Attack (Costs 2 Actions). Goryphael beats her wings. Each
creature within 15 feet of Goryphael must succeed on a DC
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning
Hit: 21 (2d10 + 10) piercing damage. damage and be knocked prone. Goryphael can then fly up to
half her flying speed.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.

DDAL-EB-20 OLD SCORES 31


Harpy Disruptor Knight
Medium Monstrosity, Typically Neutral Medium or Small Humanoid, Any Alignment

Armor Class 11 Armor Class 18 (plate armor)


Hit Points 38 (7d8 + 7) Hit Points 52 (8d8 + 16)
Speed 20 ft., fly 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 7 (−2) 10 (+0) 18 (+4) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

Senses passive Perception 10 Saving Throws Con +4, Wis +2


Languages Common Senses passive Perception 10
Challenge 3 (700 XP) Proficiency Bonus +2 Languages any one language (usually Common)
Challenge 3 (700 XP) Proficiency Bonus +2
Innate Spellcasting. The harpy’s innate spellcasting ability is
Charisma (spell save DC 14). It can innately cast the following Brave. The knight has advantage on saving throws against
spells, requiring no material components: being frightened.

At will: counterspell (see “Reactions” below), detect magic,


dispel magic, see invisibility
1/day: antimagic field Actions
Multiattack. The knight makes two melee attacks.
Actions Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Multiattack. The harpy makes two attacks. target. Hit: 10 (2d6 + 3) slashing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Hit: 6 (2d4 + 1) slashing damage. 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., Leadership (Recharges after a Short or Long Rest). For 1
one target. Hit: 4 (1d6 + 1) piercing damage. minute, the knight can utter a special command or warning
whenever a nonhostile creature that it can see within 30 feet of
Luring Song. The harpy sings a magical melody. Every Giant it makes an attack roll or a saving throw. The creature can add
and Humanoid within 300 feet of the harpy that can hear the a d4 to its roll provided it can hear and understand the knight.
song must succeed on a DC 11 Wisdom saving throw or be A creature can benefit from only one Leadership die at a time.
charmed until the song ends. The harpy must take a bonus This effect ends if the knight is incapacitated.
action on its subsequent turns to continue singing. It can stop
singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and
Reactions
ignores the songs of other harpies. If the charmed target is Parry. The knight adds 2 to its AC against one melee attack that
more than 5 feet away from the harpy, the target must move on would hit it. To do so, the knight must see the attacker and be
its turn toward the harpy by the most direct route, trying to get wielding a melee weapon.
within 5 feet. It doesn’t avoid opportunity attacks, but before
moving into damaging terrain, such as lava or a pit, and when-
ever it takes damage from a source other than the harpy, the
target can repeat the saving throw. A charmed target can also
repeat the saving throw at the end of each of its turns. If the
saving throw is successful, the effect ends on it.
A target that succeeds on its saving throw is immune to this
harpy’s song for the next 24 hours.

Reactions
Counterspell. The harpy attempts to interrupt a creature that
it can see within 60 feet in the process of casting a spell. If the
creature is casting a spell of 3rd level or lower, its spell fails
and has no effect. If it is casting a spell of 4th level or higher,
the harpy makes a Charisma check with a DC equal to 10 + the
spell’s level. On a success, the creature’s spell fails and has
no effect.

32 DDAL-EB-20 OLD SCORES


Noble Scout
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment

Armor Class 15 (breastplate) Armor Class 13 (leather armor)


Hit Points 9 (2d8) Hit Points 16 (3d8 + 3)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Deception +5, Insight +4, Persuasion +5 Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 12 Senses passive Perception 15
Languages any two languages Languages any one language (usually Common)
Challenge 1/8 (25 XP) Proficiency Bonus +2 Challenge 1/2 (100 XP) Proficiency Bonus +2

Keen Hearing and Sight. The scout has advantage on Wisdom


Actions (Perception) checks that rely on hearing or sight.
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.
Actions
Reactions Multiattack. The scout makes two melee attacks or two
Parry. The noble adds 2 to its AC against one melee attack that ranged attacks.
would hit it. To do so, the noble must see the attacker and be
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
wielding a melee weapon.
target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.

DDAL-EB-20 OLD SCORES 33


Sky Raider Spy
Medium or Small Humanoid, Any Alignment Medium or Small Humanoid, Any Alignment

Armor Class 16 (scale mail) Armor Class 12


Hit Points 33 (6d8 + 6) Hit Points 27 (6d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 14 (+2) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Skills Animal Handling +2, History +2 Skills Deception +5, Insight +4, Investigation +5, Perception +6,
Senses passive Perception 10 Persuasion +5, Sleight of Hand +4, Stealth +4
Languages Common Senses passive Perception 16
Challenge 1 (200 XP) Proficiency Bonus +2 Languages any two languages
Challenge 1 (200 XP) Proficiency Bonus +2
Spellcasting. The sky raider is a 1st-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to hit with Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage
spell attacks). It knows the following sorcerer spells: when it hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 feet of an ally
Cantrips (at will): gust,* light, message, ray of frost of the spy that isn’t incapacitated and the spy doesn’t have
1st level (2 slots): expeditious retreat, feather fall
disadvantage on the attack roll.
* Spell from Xanathar’s Guide to Everything

Actions
Actions Multiattack. The spy makes two melee attacks.
Multiattack. The sky raider makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
slashing damage if used with two hands. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
6 (1d8 + 2) piercing damage if used with two hands to make a
Bonus Actions
melee attack. Cunning Action. The spy takes the Dash, Disengage, or
Hide action.

34 DDAL-EB-20 OLD SCORES


Sulring Mroranon Tiger
Medium Humanoid (Artificer, Dwarf ), Neutral Evil Large Beast, Unaligned

Armor Class 15 (breastplate) Armor Class 12


Hit Points 104 (19d8 + 19) Hit Points 37 (5d10 + 10)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 19 (+4) 16 (+3) 16 (+3) 17 (+3) 15 (+2) 14 (+2) 3 (−4) 12 (+1) 8 (−1)

Saving Throws Con +5, Int +8, Wis +7 Skills Perception +3, Stealth +6
Skills Arcana +8, Insight +7, Medicine +7 Senses darkvision 60 ft., passive Perception 13
Senses passive Perception 13 Languages —
Languages Common, Dwarvish Challenge 1 (200 XP) Proficiency Bonus +2
Challenge 12 (8,400 XP) Proficiency Bonus +4
Keen Smell. The tiger has advantage on Wisdom (Perception)
Clockwork Woodpecker. Sulring can manifest Yoffle, a magical checks that rely on smell.
clockwork woodpecker. Sulring can communicate telepathically
with Yoffle, send it up to 300 feet away from him, and see and Pounce. If the tiger moves at least 20 feet straight toward a
hear through it. Yoffle can’t be targeted by spells or attacks. creature and then hits it with a Claw attack on the same turn,
that target must succeed on a DC 13 Strength saving throw or
Infoportation (1/Day). Sulring can teleport himself into an be knocked prone. If the target is prone, the tiger can make one
unoccupied space next to his clockwork woodpecker. Bite attack against it as a bonus action.
Spellcasting. Sulring is an 18th-level spellcaster. His spellcasting
ability is Intelligence (spell save DC 16, +8 to hit with spell
attacks). He has the following artificer spells prepared: Actions
Cantrips (at will): dancing lights, light, message, shocking grasp Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
1st level (4 slots): comprehend languages, cure wounds, Hit: 8 (1d10 + 3) piercing damage.
grease, identify
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
2nd level (3 slots): detect thoughts, heat metal, invisibility
3rd level (3 slots): dispel magic, flame arrows, hypnotic pattern Hit: 7 (1d8 + 3) slashing damage.
4th level (3 slots): fabricate, stone shape, stoneskin
5th level (1 slot): creation

Actions
Artificer’s Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 +
2) bludgeoning damage if wielded with two hands.
Disintegrate (1/Day). While wielding his artificer’s hammer,
Sulring can cast the disintegrate spell against any nonmagical
object or creation of magical force.
Information Overload (Recharge 5–6). Sulring overloads the
thoughts of one creature within 5 feet of either himself or his
clockwork woodpecker. The target must succeed on a DC 16
Intelligence saving throw or take 22 (4d8 + 4) psychic damage,
and the next attack roll made against the target before the end
of Sulring’s next turn has advantage.

DDAL-EB-20 OLD SCORES 35


Vyndescille
Gargantuan Dragon (Chromatic), Lawful Evil

Armor Class 21 (natural armor) Frightful Presence. Each creature of Vyndescille’s choice that is
Hit Points 385 (22d20 + 154) within 120 feet of Vyndescille and aware of him must succeed
Speed 40 ft., fly 80 ft., swim 40 ft. on a DC 19 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
STR DEX CON INT WIS CHA each of its turns, ending the effect on itself on a success. If a
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) creature’s saving throw is successful or the effect ends for it,
the creature is immune to Vyndescille’s Frightful Presence for
Saving Throws Dex +8, Con +14, Wis +10, Cha +11 the next 24 hours.
Skills Deception +11, Insight +10, Perception +17, Persuasion
+11, Stealth +8 Change Shape. Vyndescille magically polymorphs into a Beast
Damage Immunities poison or Humanoid that has a challenge rating no higher than his
Condition Immunities poisoned own, or back into his true form. He reverts to his true form if
Senses blindsight 60 ft., darkvision 120 ft., passive Perception he dies. Any equipment he is wearing or carrying is absorbed or
27 borne by the new form (Vyndescille’s choice).
Languages Common, Draconic In a new form, Vyndescille retains his alignment, hit points,
Challenge 22 (41,000 XP) Proficiency Bonus +7 Hit Dice, ability to speak, proficiencies, Legendary Resistance,
lair actions, and Intelligence, Wisdom, and Charisma scores, as
well as this action. His statistics and capabilities are otherwise
Amphibious. Vyndescille can breathe air and water. replaced by those of the new form, except any class features or
Innate Spellcasting. Vyndescille’s innate spellcasting ability legendary actions of that form.
is Charisma (spell save DC 19, +11 to hit with spell attacks). Poison Breath (Recharge 5–6). Vyndescille exhales poisonous
He can innately cast the following spells, requiring no gas in a 90-foot cone. Each creature in that area must make
components: a DC 22 Constitution saving throw, taking 77 (22d6) poison
At will: misty step damage on a failed save, or half as much damage on a
1/day each: dimension door, disintegrate, mass suggestion, successful one.
prismatic spray
Legendary Actions
Legendary Resistance (3/Day). If Vyndescille fails a saving
throw, he can choose to succeed instead. Vyndescille can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s
Actions turn. Vyndescille regains spent legendary actions at the start
Multiattack. Vyndescille can use his Frightful Presence. He of his turn.
then makes one Bite attack and two Claw attacks.
Cast a Spell. Vyndescille casts a spell.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one Detect. Vyndescille makes a Wisdom (Perception) check.
target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) Tail Attack. Vyndescille makes one Tail attack.
poison damage. Wing Attack (Costs 2 Actions). Vyndescille beats his wings.
Each creature within 15 feet of Vyndescille must succeed on a
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeon-
Hit: 22 (4d6 + 8) slashing damage. ing damage and be knocked prone. Vyndescille can then fly
up to half his flying speed.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.

36 DDAL-EB-20 OLD SCORES


Warlord
Medium or Small Humanoid, Any Alignment

Armor Class 18 (plate armor)


Hit Points 229 (27d8 + 108)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4)

Saving Throws Str +9, Dex +7, Con +8


Skills Athletics +9, Intimidation +8, Perception +5, Persuasion
+8
Senses passive Perception 15
Languages any two languages
Challenge 12 (8,400 XP) Proficiency Bonus +4

Indomitable (3/Day). The warlord can reroll a failed


saving throw.
Survivor. The warlord regains 10 hit points at the start of its
turn if it has at least 1 hit point but fewer hit points than half its
hit point maximum.

Actions
Multiattack. The warlord makes two weapon attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.

Legendary Actions
The warlord can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
warlord regains spent legendary actions at the start of its turn.
Command Ally. The warlord targets one ally it can see within
30 feet of it. If the target can see and hear the warlord, the
target can make one weapon attack as a reaction and gains
advantage on the attack roll.
Weapon Attack. The warlord makes a weapon attack.
Frighten Foe (Costs 2 Actions). The warlord targets one enemy
it can see within 30 feet of it. If the target can see and hear it,
the target must succeed on a DC 16 Wisdom saving throw or
be frightened until the end of warlord’s next turn.

DDAL-EB-20 OLD SCORES 37


Handout 1: Flames of War

Flames of War
Summary
Flames of War is a four-part storyline that concludes the Oracle of War campaign. The Five Nations unite to wrest the
floating fortress Argonth back from the Lord of Blades and prevent the renegade warforged from seizing control of a
House Cannith creation forge..

The Story So Far


In the ruins of the Mournland, you recovered a strange device, the Oracle of War. This artifact had the power to provide
tactical advice, but soon malfunctioned and revealed a verse from the Draconic Prophecy. In Breland, you met the
sphinx Flamewind and the orphan thief Sky Blue—and learned the Oracle’s prophecies were starting to come true.
Returning to the Mournland, you sought out Sulring Mroranon, creator of the Oracle of War. You discovered the
Lord of Blades had captured him and forced him to craft a new device, the Oracle of Bones. You rescued Sulring from
captivity, but the Brelish flying fortress Argonth was lost during the battle.
Brought before the Institute of the Twelve, the Oracle revealed a new prophecy that indicated the Lord of Blades
was now a direct threat to Khorvaire. Sulring Mroranon revealed he had received assistance from the Order of the
Emerald Claw to craft the Oracle of Bones. You captured one of the Emerald Claw’s commanders and learned the
Lord of Blades had traded him a map to the ruins of a daelkyr sanctuary deep below Metrol. Before you could act on
this information, agents of the Undying Court awakened elven sleeper agents across the continent in a deadly move to
seize control of the Oracle of War.
As Khorvaire reeled from the attack, you returned to the Mournland to seek out the daelkyr sanctuary. Learning
that the Emerald Claw were damaging the sanctuary’s Gatekeeper seal, you traveled to the Mror Holds and the
Talenta Plains and acquired the magical means to restore the seal and foil the order’s plans before they could
accidentally wake the daelkyr Valaara. Interrogating their leader, you learned the Lord of Blades is hunting for a
secret government facility in the ruins of Making. It’s time to put a stop to him for good.

Objectives
Your goals in Flames of War are as follows:

1. Locate the whereabouts of the secret facility in Making.


2. Lead the alliance into the Mournland to defeat the Lord of Blades and destroy the Oracle of Bones.

The Oracle of War


The Oracle of War is a large, beautifully stained wood chest, set with cogs and gears. It’s three feet wide, two feet
deep, three-and-a-half feet tall, and weighs 200 lb. Once per day, you can spend 1 minute feeding the device battlefield
information to make a DC 10 Wisdom (Insight or Perception) group check. On a success, the Oracle provides tactical
advice to aid your party in combat. Each adventurer in your group
chooses one of the following benefits, which lasts for 1 hour or
until used. These benefits only affect you if you remain within
500 feet of the location where you used the Oracle of War.
• You gain surprise at the start of your next combat.
During that combat, you have advantage on Dexterity
(Stealth) checks.
• You can turn one hit from a weapon attack into a
critical hit.
• For 1 minute, you ignore a single creature’s
damage resistances and immunities.
• You gain 10 temporary hit points.
OLGA DREBAS

38 DDAL-EB-20 OLD SCORES


Handout 2: Map of Salvation

DDAL-EB-20 OLD SCORES 39


Handout 3: The Korranberg Chronicle

40 DDAL-EB-20 OLD SCORES


Handout 4: Train Wreck
WILL DOYLE

DDAL-EB-20 OLD SCORES 41


Appendix A: Dungeon Master Maps
Lightning Rail Train (Part 3)

DYSON LOGOS

42 DDAL-EB-20 OLD SCORES


Appendix B: Dungeon Master Tips
To run an adventure as a DM, you must have 3 to 7 players,
each with their own character within the adventure’s level
Adjusting This Adventure
range (see the Adventure Overview). To determine whether you should consider adjusting the
adventure, assess the party strength by consulting the
New to D&D Adventurers League? table below.
Head to https://dnd.wizards.com/ddal_general for more
information about the D&D Adventurers League, including
Determining Party Strength
finding places to play, organizing events, and supporting Party Composition Party Strength
resources and documents. 3–4 characters, APL less than Very weak
3–4 characters, APL equivalent Weak
Preparing the Adventure 3–4 characters, APL greater than Average
Before you start play, consider the following: 5 characters, APL less than Weak
5 characters, APL equivalent Average
• Read through the adventure, taking notes of anything
you’d like to highlight or remind yourself of while 5 characters, APL greater than Strong
running it, such as a way you’d like to portray an NPC 6–7 characters, APL less than Average
or a tactic you’d like to use during combat. Familiarize 6–7 characters, APL equivalent Strong
yourself with the adventure’s appendixes and handouts. 6–7 characters, APL greater than Very strong
• Gather any aids you’d like to use while running the
adventure, such as note cards, a DM screen, miniatures,
and battle maps. Safety Tools
• Ask the players to provide you with relevant character Safety tools help ensure players aren’t pushed beyond their
information, such as name, race, class, and level; comfort levels. These tools let your players know you want
passive Wisdom (Perception) score; and anything the them to have a positive experience. Some common safety
adventure specifies as notable such as backgrounds and tools are provided below, each with a summary of how they
legacy events. work. An article about one such safety kit provides further
information. Ensure that you discuss these tools with your
Players can play an adventure they previously played as players before the game:
a player or ran as a DM, but may only do so once with a
• Code of Conduct. This is a group agreement for play. It
given character. At the end of the session, give each player
outlines desired and prohibited behaviors, confidential
an Adventure Record for this adventure, and take one for reporting, and possible consequences.
yourself. The adventure information and your information • Pregame and Postgame Discussions. Use time before the
are added at the end of the session—whether they game to explain content warnings, set boundaries, and
completed the adventure or not. collaborate on a safety plan. Then decompress and discuss
Each player is responsible for maintaining their improvements at the end of the game.
Adventure Records, or another logsheet with the relevant • Be Welcoming. Welcome and encourage respectful and
information. If you have time, you can do a quick scan open conversations about issues as they arise. Show that
of a player’s character sheet to ensure nothing looks out you’re listening by avoiding defensive responses.
of order. If you see magic items of very high rarities or • Confidentiality. Provide contact information for private
and confidential conversations between players and DM.
strange arrays of ability scores, you can ask players to
Only disclose another player’s name if that player gave
provide documentation for the irregularities. If they can’t, unpressured permission for you to do so.
feel free to restrict item use or ask them to use a standard • Safety Tools. Learn about the safety tools TTRPG
ability score array. community members have created and compiled. A
Point players to the D&D Adventurers League Oracle broad range of such safety tools are available for you and
of War Player’s Guide for reference. Unless the adventure your players online, or you can get more information by
specifies otherwise, players should select their characters’ reaching out to your event organizer or community@
spells and other daily options prior to the start of the dndadventurersleague.org.
adventure. Feel free to reread the adventure description to
help give players hints about what they might face.

DDAL-EB-20 OLD SCORES 43


44 DDAL-EB-20 OLD SCORES

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